Please recommend a blur-node based on depth

Especially when we do things like screen liquid crystal synthesis
Even if the liquid crystal is on the same plane, some of them are blurred, and some of them are pinned, so there’s no blur, right?
So the screen needs to adjust the blur value accordingly, so what blur node does everyone use then? “y_lensblur” is very light and good, but the problem is that this node lacks the “blooming” feature in the default “blur” node, so I think the highlight area lacks real blur…Please recommend any good blur nodes with “depth map” and “blooming” features!

I turned on the translator, so it might sound a little weird. Please understand

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It is a bit slow and requires a good graphics card, but the results are incredible

It shows it’s compatible with Combustion and Fusion. Has anyone tried the OFX in Flame?

Yeah.. been using it a lot… although, not with the most recent versions of Flame. I should check. It is very, very, very slow… and I think it has not had any development for ages..

It works with flame….at least in 2025.2

I might be the broken record here, but when using y_lensblur are you blurring in linear? And do you have that selected as your colorspace for the node? Because I’m always in linear for my blurs, I never touch the blooming setting in the default blur node. Blooming also breaks any premultiplication.