PBlur enables the user to blur pixels through world space rather than a 2D kernel. It generates an average value from pixels within a world space radius, determined by a position pass.
PBlur
First submitted: 20 September 2025
Updated: 24 September 2025
Author: Kesher
Compatible Nuke versions: 13.0 or later
Compatibility: All, Source
PBlur can be used as a blur when falloff is set close to 1, or as a spherical convolve when falloff is set closer to 0. Please also pay attention to the "ratio" knob - this represents the largest number of pixels visible within one world unit, and is necessary to update as it limits the filter region for efficiency purposes. When the value is correct, you should notice that increasing it further does not change the result; however, it will still increase render time!
Use cases include:
Scale-appropriate blurring of AOVs from lighting renders like dirt maps or ID mattes
Accurate defocus of shadows along a ground plane rather than an unwieldy screen space defocus
Light denoising without losing topographical detail
Please let me know of any interesting uses you come up with! I would be happy to update the tool if it helps tackle a unique use case.