Pan / Tilt
Independent X/Y displacement for side-to-side or vertical shake.
DaVinci Resolve 21 · Resolve FX Transform
Procedural pan, tilt, rotation and zoom for controlled handheld drift, impacts, vibration and stylised motion — with waveform, randomness, pauses, edge handling and blend controls.
What Camera Shake actually does
Blackmagic describes Camera Shake as random motion across horizontal and vertical position, rotation and zoom. The effect can range from slow drifting movement to abrupt jerks and pops. That means the controls describe a motion generator: amplitude, speed, waveform, randomness and blanking — not tracking or stabilisation.
Independent X/Y displacement for side-to-side or vertical shake.
Angular movement around the frame; powerful, but easy to overdo.
Independent scale animation with its own amplitude, speed and direction mode.
Breaks perfect periodicity so the motion can feel less synthetic.
Controls, by function
Motion Scale sets the overall amount of synthetic motion, Speed Scale controls the global rate, and Motion Blur adds simulated motion smear. Treat these as master controls: establish the overall energy first, then balance Pan/Tilt/Rotation and Zoom separately.
Pan Amplitude drives horizontal displacement, Tilt Amplitude vertical displacement, Rotation Amplitude frame rotation, and PTR Speed controls the rate of that group. The axes are independent: a vertical shake can use almost no Pan, while a subtle handheld look can use small Pan/Tilt with minimal Rotation.
Zoom has its own Amplitude and Speed and does not have to follow Pan/Tilt/Rotation. Zoom Type constrains the direction to Outward Only, Inward Only, or Outward and Inward. The choice affects both the character of the motion and the risk of revealing blank frame edges.
Motion Method selects the base procedural motion shape: SINE is smooth and periodic, Rectified SINE produces a more one-sided/pulsing pattern, Rectified SINE (invert) flips that polarity, and Square Wave creates abrupt jumps that suit popping/flicker-like motion more than natural handheld movement.
Phase offsets the starting point of the selected motion shape. Randomness Scale adds irregularity to Pan/Tilt/Rotation, while Randomness Speed changes whether that irregularity feels smooth or jagged. Pause Length, Pause Interval and Pause Randomness break the motion with pauses, and Random Seed changes the exact random sequence — identical seeds reproduce identical randomness.
When synthetic motion pushes the image beyond the project frame, Border Type determines how the empty area is filled: Black, Replicate, Reflect or Wrap-Around. Zoom to Crop pre-scales the image to hide blanking at the cost of field of view. Global Blend mixes the final Camera Shake result back with the original and is useful for quickly reducing an over-strong effect.
Motion Method decoded
Continuous oscillation and the safest base for subtle, organic-looking drift.
A rectified pulse-like variant that feels more directional and less evenly balanced around the cycle.
The inverse polarity of the rectified form; useful when the same cadence should lean the opposite way.
Abrupt state changes. Best for popping, flicker-like or deliberately mechanical motion rather than natural handheld.
Production workflow
Separate subtle handheld drift, impact shake, mechanical vibration and stylised popping. The same numeric preset will not serve all four.
Use Motion Scale and Speed Scale to establish the overall energy before tuning individual axes. Add Motion Blur only after the movement rate is believable.
Balance Pan, Tilt and Rotation independently. Keep Rotation modest for natural handheld and raise it deliberately only for impact or stylisation.
SINE is the safest natural base. Rectified variants and Square Wave are more graphic. Then add randomness, pauses and a seed without destroying the chosen motion character.
Zoom direction affects the chance of revealing the image boundary. Choose Border Type and the minimum Zoom to Crop that hides unacceptable edges without wasting too much framing.
Play the whole shot at delivery frame rate. Check cadence, pauses, edge artefacts and whether the shake fights existing camera motion or tracked graphics.
Common failures
Cause: Too much Rotation, perfectly periodic SINE movement, or identical amplitudes on every axis.
Fix: Reduce Rotation, separate axis amplitudes and add restrained randomness rather than simply increasing Motion Scale.
Cause: Pan/Tilt/Rotation/Outward zoom exposes pixels beyond the source frame while Border Type is Black or Zoom to Crop is too low.
Fix: Use the smallest practical Zoom to Crop and choose Replicate or Reflect when edge filling is visually acceptable.
Cause: Square Wave or high Randomness Speed is being used for a shot that needs organic handheld drift.
Fix: Return to SINE, lower Randomness Speed, add only modest Randomness Scale and introduce pauses only if the shot actually needs them.
Cause: Synthetic movement is inserted before a downstream spatial operation that expects the unshaken geometry.
Fix: Move Camera Shake later in the chain or apply it after the tracked/composited result, then re-check masks and edge handling.
The most useful mental model for Camera Shake is a spatial transform-motion generator. It does not analyse the original camera or recover a motion path: Resolve synthesises Pan, Tilt, Rotation and Zoom from amplitude, speed, waveform, randomness and pause controls.
| Layer | What it means | How to verify |
|---|---|---|
| Motion Scale + Speed Scale | Master multipliers for the overall amplitude and rate of the synthetic movement. | Watch the full shot at the real frame rate; do not judge cadence from a still frame. |
| Pan / Tilt / Rotation + PTR Speed | Independent X/Y/angular components and a shared speed for that group. | Check whether Rotation is too strong relative to Pan/Tilt. |
| Zoom Amplitude / Speed / Type | A separate scale-motion branch with its own speed and direction: Outward, Inward or both. | Check framing and blanking at the same time; zoom direction directly affects edge safety. |
| Motion Method + Phase | The base motion waveform and its starting point: SINE, rectified variants or Square Wave. | SINE is generally smoother; Square Wave deliberately produces abrupt popping. |
| Randomness + pauses + seed | Adds irregularity, changes its temporal character, breaks motion with pauses and selects a reproducible random sequence. | Compare several seeds with the same core settings to separate parameter character from one particular random realisation. |
| Border Type + Zoom to Crop + Blend | Determines exposed-edge filling, protective overscan/crop and final effect intensity. | Inspect edges at maximum excursion, especially on high-contrast geometry and titles. |
Likely cause: The SINE is too clean, axis amplitudes are too similar, or controlled randomness is too low.
Fix: Separate the axes, reduce Rotation and add modest Randomness Scale at a lower Randomness Speed.
Likely cause: The transform exposed space outside the source, Border Type is Black and/or Zoom to Crop is insufficient.
Fix: Increase Zoom to Crop only as much as necessary and use Replicate/Reflect when that fill is acceptable.
Likely cause: Square Wave or an excessively high Randomness Speed.
Fix: Return to SINE, lower Randomness Speed, then reassess Motion Blur after the cadence is fixed.
Likely cause: Camera Shake sits before a spatial operation that was authored in the original geometry.
Fix: Move the shake later or apply it to the assembled result, then re-check tracked elements.
If Camera Shake is the final stylistic motion of the whole image, a dedicated FX node near the end of the spatial chain is usually easier to control: tracked windows/composites are already assembled and blanking is checked once on the final geometry. If only one branch/element should shake, place it inside that branch before the merge/composite.
Colour scopes say very little about motion quality here. The primary validation is full-frame-rate playback, the Viewer at maximum excursions, frame edges, motion blur and interaction with tracked elements. Scopes are only secondary if edge filling or resampling unexpectedly affects the image.
Camera Shake is not colour-management dependent like a colour transform, but geometry order still matters. RCM/ACES cannot fix blanking, re-align tracked masks or decide the order of spatial operations. Keep colour-state transforms and spatial shake logically separate in the node tree.
explicit conversion between colour-space/gamma descriptions, including tone/gamut mapping
node-level input/output through the standardised ACES transform set
conversion between white points / illuminants through a CAT model
compressing hue/saturation/luminance variation around a selected Target Color
temporal matching of unwanted brightness/white-balance drift around a chosen reference and analysis region
selective increase or reduction of local contrast at a chosen structure scale and within a controlled tonal range
programmable host for custom transform code whose maths, UI and signal contract are defined by the selected DCTL/DCTLE
depth-weighted reduction of smog/airlight/haze through a simulated depth matte and coupled colour/contrast correction
suppression of reflected red/green/blue screen spill after the subject has already been isolated by key/matte/roto
spatial display of exposure zones through camera-matched or creative false-colour mapping and a legend
final hard-clipping of chromaticities to a specified delivery/QC gamut boundary
tone/gamut remapping through luminance roll-off, saturation compression/clip and OOTF without a separate input/output colour-space conversion
simple independent inversion of Red/Green/Blue/Alpha channels for creative and technical channel/key operations
AI-assisted SDR→HDR mapping with an explicit input/output signal contract, Middle Gray, target peak luminance and creative shaping
creative optical-look effect combining spatial diffusion, coloured Tone Lights, tonal protection, a falloff mask and a LUT-compatible subset
procedural texture/look effect combining blur/colour drift, vignette, changing dirt and up to five scratches with motion/flicker
procedural film-style texture with gauge presets, grain geometry, composite modes, tonal/RGB weighting and final mix
integrated scene-referred film-emulation environment combining a baked-in Blackmagic film response, colour shaping, halation/bloom/grain/flicker/gate weave and a LUT-compatible subset
dedicated temporal exposure modulation with tonal flicker modes, RGB selection, smoothness, randomness, pauses and a deterministic seed
film-style highlight scatter using an isolation matte, chromatic dye-layer reflections, secondary glow and optional grain
creative shadow/highlight colour separation through Natural/Strong/Custom modes, Pivot, Hue Angle, neutral protection and colour-space overrides
edge framing and visual-attention control through Basic/Advanced geometry, position, colour and compositing
solid-colour generation for Layer Mixer, masks, fills and simple colour washes
Deterministic position/scale/reframing instead of procedural shake.
How to separate technical, creative and spatial operations in the node tree.
The Color motion-processing section; not the same task as generating Camera Shake.
When shake must interact with tracking, compositing and modifiers.
Panel names are cross-checked against the Resolve 21 screenshots already shown on each page. Where Blackmagic does not publish proprietary implementation math, the article describes documented signal semantics and observable behaviour rather than inventing an algorithm.
FAQ
No. Camera Shake procedurally generates synthetic transform motion. Stabilization estimates motion from real footage and tries to remove or reframe it. They solve opposite production tasks with different algorithms.
SINE is the safest starting point because its base motion is continuous. Naturalism then comes mostly from modest amplitudes, asymmetric axis balance, controlled randomness and believable speed.
Because it only zooms in, keeping the source image larger than the project frame. Pan/tilt/rotation can still reveal edges if the movement is strong, so Border Type and Zoom to Crop still matter.
Usually no. Its main purpose is to choose a reproducible random pattern. Animate the actual motion controls when you need a designed change; changing the seed can create a discontinuous pattern switch.
Next steps
Previous FX
Return to the previous AI-assisted SDR→HDR Resolve FX.
Next FX
Continue with diffusion-filter softening, RGB Tone Lights, falloff masking and LUT-compatible look design.
Move to Fusion when the shake must interact with tracked composites, modifiers or a larger motion-graphics graph.
Continue
Return to the ordered FX catalog for the next real Resolve panel.