Overview
sJitter adds randomness to a shape or an array of shapes. Without jitter, a grid of 100 identical stars looks mechanical. With jitter (position ± 5%, rotation ± 20°, scale ± 0.1), it becomes organic and natural.
Apply it after an sGrid or sDuplicate (to randomize the copies) or on a single shape (to distort it). Point Jitter even deforms the points of the vector path → a "wobbly" shape.
Where to find this node
- Effects Library:
Tools > Shape > sJitter - Quick add: right-click in the Node Editor →
Add Tool > Shape > sJitter
Inputs
- Input1 (required) - the output of a shape node (usually sGrid or sDuplicate for an array).
Setup
Grid of random stars:
sStar → sGrid (20×15) → sJitter (Position X/Y ±0.02, Rotate ±30°, Size ±0.2)
→ sRender → Merge
Organic leaf pattern:
sNGon → sDuplicate (Copies 30) → sJitter (auto-Random) → sRender
Distorted shape (wobbly effect):
sRectangle → sJitter (high Point Jitter X/Y) → sRender → (deformed shape)
Falling confetti:
sStar → sDuplicate 50 → sJitter Random mode
→ sTransform (Y animated for the fall)
→ sRenderControls tab
- Jitter Mode
- Fixed: static jitter (reproducible). Always keeps the same random pattern (useful for a finished comp). Needs keyframes if you want animation. Random: self-animating, changes on every frame.
- Shape X / Y Offset
- Amount of random movement per shape. Normalized values. 0.02 = ± 2% offset per shape.
- Shape X / Y Size
- Amount of random size variation per shape. 0.2 = ± 20% scale per shape.
- Shape Rotate
- Amount of random rotation per shape (in degrees). 45° = a random rotation from -45° to +45°.
- Point Jitter X / Y
- Deforms the points of the vector path of the shape itself. Creates "wobbly" or distressed shape effects. Not to be confused with Shape X/Y, which moves the whole shape.
- Random Seed
- Seed of the random generator. Change the seed = a different random pattern. Lock it to a value = a result you can reproduce across sessions.
Fixed vs Random mode
- Fixed Mode
- The random values are computed once from the Random Seed and stay the same from frame to frame. A frozen pattern. Animate the Seed to make the pattern evolve.
- Random Mode
- The random values change automatically on every frame. Shapes that vibrate / jiggle without keyframes. Ideal for dynamic effects (confetti, twinkling, animated textures).
Use cases
- Organic grid - sGrid + sJitter (Fixed, moderate Position/Rotate jitter) = a grid that breathes naturally rather than mechanically.
- Confetti / stylized particles - shape + sDuplicate + sJitter in Random mode + an animated sTransform = a dynamic confetti shower.
- Scattered leaves / petals - a vector leaf + sGrid + sJitter (high rotation, moderate position) = a natural-looking carpet of leaves.
- Wobbly / hand-drawn shape - sRectangle + sJitter Point Jitter Random = a rectangle that looks hand-drawn and trembles slightly. An illustration / toon look.
- Twinkling stars - sStar + sDuplicate + sJitter Random (Size jitter only) = stars that pulse at random.
- Decorative background pattern - sEllipse + sGrid + sJitter Fixed = an irregular polka dot background, more interesting than a perfect grid.
- Vector rain / snow - sLine or a thin sRectangle + sDuplicate + sJitter Random + a Transform animated in Y = stylized vector rain.
Tips
- Subtle jitter first - Position 0.01, Rotate 10°, Size 0.1 are reasonable starting values. Raise them if needed, but too much jitter = unreadable chaos.
- Random mode is expensive - animating itself on every frame = constant recalculation. For a static grid, Fixed mode is much faster.
- Reproducible Random Seed - in Fixed mode, lock the Seed to a value so the whole team sees the same distribution. Essential for a shared project.
- Point Jitter ≠ Shape Jitter - Point Jitter deforms the shape itself (distorts the form). Shape Jitter moves/ scales/rotates the whole shape. Combine both for complex effects.
- sJitter after sGrid/sDuplicate - the logical order: generate the array first, then randomize it.
- Combine with sTransform - animate the global sTransform while sJitter randomizes locally = a two-level organic motion.
- For a deterministic render (the same result on every export), use Fixed mode + a locked Seed. Avoid Random mode when you need reproducibility.
