Overview
Camera Shake animates the shake automatically - no need to keyframe every jolt by hand. The Deviation parameters control the amplitude (intensity) and Speed controls the frequency of the shake.
Major advantages: concatenation with neighboring Transform nodes (no stacked quality loss), several Frequency Methods (Sine for organic, Square Wave for mechanical), a handheld option that slightly changes the behavior for a more natural look.
Where to find this node
- Effects Library:
Tools > Transform > Camera Shake - Quick add: right-click in the Node Editor →
Add Tool > Transform > Camera Shake
Camera Shake vs Shake Modifier
- Camera Shake (node)
- A visual node applied to an image. Concatenating transform, filter methods, edge handling. The recommended approach to shake an image.
- Shake (Modifier)
- A modifier you can attach to any parameter (right-click → Modify With → Shake). It generates animated random values. Useful for non-visual shake (e.g. shaking a color parameter).
Rule: visual shake on a shot → Camera Shake node. Random parameter shake → Shake Modifier.
Inputs
- Primary Input (orange) - 2D image to shake.
- Effect Mask (blue) - optional. Limits the shake to an area (the rest stays still).
Setup
Organic handheld:
MediaIn → Camera Shake (Deviation 0.005, Rotation 0.5, Randomness 0.7)
→ MediaOut
Impact shake (e.g. explosion):
MediaIn → Camera Shake (Deviation 0.02 animated 0→1→0, high Speed)
→ MediaOut
(animation: short, intense shake at the moment of impact)
Mechanical shake (helicopter):
MediaIn → Camera Shake (Frequency Method = Square Wave, high Speed)
→ MediaOutControls tab
- Deviation X / Y
- Amplitude of the horizontal/vertical shake. Range 0-1 (normalized coordinates). 0.005 = subtle, 0.02 = noticeable, 0.05+ = extreme.
- Rotation Deviation
- Amplitude of the rotation. 0.5-1° = a slight natural roll, 3-5° = clearly visible rotation.
- Randomness
- 0 = regular, predictable shake (mechanical). 1 = very irregular/chaotic shake (handheld). 0.5-0.7 is an organic compromise for natural handheld.
- Overall Strength
- Global multiplier on all the parameters. 1.0 = full effect, 0 = no effect. Easy to animate to ramp the intensity up/down.
- Speed
- Frequency of the shake. Low = slow shake (calm handheld), high = fast shake (handheld camera during a run).
- Frequency Method
- See the dedicated section.
- Edges
- Canvas / Wrap / Duplicate / Mirror - how to handle the edges revealed by the shake (the image moves, so its edges sometimes leave the frame).
- Invert Transform
- Inverts the effects. Useful to stabilize an already shaky shot if you know the original shake parameters.
- Filter Method
- Box, Linear, Catmull-Rom, Lanczos, etc. - quality of the resampling interpolation.
Frequency Methods
- Sine
- Sine wave. Smooth, continuous movement. Natural handheld look. The default choice for most cases.
- Rectified Sine
- A "rectified" sine (negative values mirrored into positive ones). Stronger bounces, less smooth than a pure Sine.
- Square Wave
- Square wave = abrupt transitions between two positions. Mechanical / machine look. To simulate engine vibration, helicopters, earthquakes.
Use cases
- Adding handheld to a still image - a photo or locked-off shot → subtle Camera Shake = an instant "shot handheld" look. It brings life.
- Impact shake - animate Overall Strength from 0 to 1 over 2 frames, then back to 0 over 15 frames = an impact jolt (explosion, hit, collision).
- Earthquake - high Deviation (0.02+), Square Wave, high Speed = a brutal, continuous earthquake-style shake.
- Inside a moving vehicle - subtle shake (Deviation 0.003) + moderate Speed = the illusion of being in a train, car or plane.
- Helmet / drone mounted camera - a stronger shake + a bit of rotation = authentic GoPro / FPV POV.
- Horror / thriller: tension - a very light but constant shake = a subliminal sense of unease in a suspense scene.
- Helicopter / engine vibration mode - Square Wave with very high Speed + subtle Rotation = mechanical vibration of machines.
Tips
- Animate Overall Strength for impacts - no need to keyframe each parameter individually. Animating Overall Strength is enough for a shake that starts strong and fades out.
- Subtle by default - start with Deviation 0.003-0.005 and Rotation 0.3-0.5. You do not consciously see it, but it brings a shot to life.
- Randomness 0.6-0.8 for handheld, 0 for pure mechanical. Avoid 1.0, which can give an erratic, unconvincing shake.
- Sine = handheld, Square = mechanical - the two looks are very different. Feel free to try both.
- Edges = Duplicate or Mirror - Canvas reveals black edges when the shake moves the image. Duplicate or Mirror hide the artifact.
- Concatenation preserved - stacking Camera Shake + Transform preserves quality (a single combined resampling).
- For an already shaky shot (handheld camera), adding Camera Shake on top can get chaotic. Prefer a gentle shake or a stabilizer first.
- For a heavy movie-style impact (Marvel style), combine Camera Shake + a light Blur + a Color Corrector that flashes white for 2-3 frames = a complete audiovisual impact.
