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sJitter Node

By Kriss Norde

sJitter randomizes the properties of a shape (or of an array produced by sGrid/sDuplicate): position, rotation, size. Fixed mode with values you can reproduce through the Random Seed, or Random mode that animates itself frame by frame. It turns rigid geometric grids into organic patterns.

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)
     → sRender

Controls 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.