Overview
A standard Gaussian blur. It is rarely applied directly to finished pixel art; its main role is as an intermediate step that smooths masks and height maps. It also prepares bloom, soft shadows, and glow assets.
Usage tips
- In pixel-art production, its go-to role is behind the scenes:
- Insert it before
thresholdto stabilize a mask boundary. - Insert it after
height_from_imageto soften steps in a height map. - Blur a shadow silhouette to create a soft cast shadow.
- Insert it before
- Combine it with
blend(Screen/Add)for bloom:extract bright pixels â blur â add over the source. Theglownode performs this whole operation in one node. - Applying it to finished pixel art removes the pixel texture. If you want it as a
finishing step, consider
anti_alias, which softens only the outline.
Common pitfalls
- Blurred edges spread into a translucent haze: alpha is blurred too, so the
translucent spread itself is expected. Hidden RGB in fully transparent pixels does
not tint the result. For a hard boundary, apply
thresholdafterward or review theoutline/compositing order. - Increasing radius does not look different: on a small image, the effect appears to plateau after a few pixels. For typical 32â64px pixel art, radius 1â4 is practical.
- Processing is slow: large image Ă large radius costs more. Check the Diagnostics tab and keep the blur only where it is needed.
Technical details
This is a convolution filter based on a Gaussian distribution. Larger radii produce a stronger blur. It processes efficiently in two passes: horizontal, then vertical.
Related nodes
glowâ combines extraction, blur, and additive compositing into one glow nodedrop_shadowâ creates a soft cast shadow with one nodeanti_aliasâ soften only the outline of finished pixel artdirectional_blur/slope_blurâ blurs with direction or terrain influence