Smooth strength control
For many shots, overall Strength is the main control you need.
Resolve FX · Blur · 04
Gaussian Blur is the straightforward smooth blur in the Resolve FX Blur family. It is useful when the goal is clean softening without a directional vector, depth map or iteration-driven box character.
The page follows the real DaVinci Resolve 21 panel: Strength, Split Horizontal and Vertical, Horizontal / Vertical Channel Adjustment, Border Type, Blur Alpha and Global Blend.
For many shots, overall Strength is the main control you need.
Split H/V only when the shot benefits from different horizontal and vertical blur amounts.
RGB and Alpha controls make the effect flexible without changing the whole grade.
Build the blur first, then decide how much should remain with Global Blend.
Controls
For a normal soft blur, Strength may be all you need. The deeper controls matter when the shot requires separate H/V shaping, channel-specific behaviour, alpha processing or deliberate edge handling.
Strength sets the overall Gaussian Blur amount. By default the blur behaves uniformly, but Split Horizontal and Vertical lets you separate the axes. Horizontal Channel Adjustment then gives independent Red, Green, Blue and Alpha control along the horizontal axis.
The vertical block applies the same per-channel logic from top to bottom. With Split Horizontal and Vertical enabled, Gaussian Blur can be stretched along one axis or deliberately given different channel behaviour horizontally and vertically.
Border Type defines where Gaussian Blur gets missing information beyond the frame edges. This becomes most visible when a strong blur reaches the border. Blur Alpha includes the alpha channel and matters for transparent or keyed elements.
Global Blend reduces the entire configured Gaussian Blur with one control. A practical workflow is to shape the blur first, then bring some of the original image back through Blend without rebuilding the rest of the settings.
Border Type
Gaussian Blur needs pixels beyond the visible image boundary. Border Type defines how Resolve invents that missing information, so the choice can affect dark edges, mirrored structures or cross-frame wrapping.
Pixels outside the frame are treated as black, so a strong blur at the edge can pull dark values inward.
The edge pixels are extended outward. This is often useful when you want the border to stay visually stable.
The image is mirrored beyond the edge, creating a smoother continuation for many blurred shots.
Pixels wrap from the opposite side of the frame. It is specialised and can create obvious interaction between opposite edges.
Practical use
Put Gaussian Blur on a dedicated node, isolate the region with a Window or matte and track it if necessary.
A restrained local Gaussian Blur can reduce distracting background detail without introducing an obvious directional smear.
Split Horizontal and Vertical when the shot needs a blur that is wider in one axis than the other.
Different channel multipliers can create deliberate colour softness, but equal RGB values are the safer default for normal grading.
Node workflow
Keep Gaussian Blur away from unrelated primary grading so it can be bypassed and compared instantly.
Start with the simplest possible blur. Split the axes only when the shot genuinely needs an anisotropic result.
Strong blur near the frame edge or on transparent elements can expose Border Type and Blur Alpha choices.
Pull back the final mix until the blur supports the shot rather than looking pasted on top of it.
Typical mistakes
Gaussian Blur is smooth, but excessive values quickly erase texture and make local corrections look artificial.
Independent axes are useful, but unnecessary H/V differences can make a natural blur look stretched.
Different channel values can create colour fringing. Keep them matched unless the colour separation is intentional.
Edge artefacts often become visible only after Strength increases, so check borders before finishing the shot.
Gaussian Blur vs Box Blur
Gaussian Blur is the direct choice for neutral smooth softening with optional H/V and channel refinement.
Box Blur exposes Number of Iterations and is useful when its more structural box character is part of the task.
Gaussian Blur is the baseline choice when you need a visually smooth blur without a direction vector, aperture shape or scene-depth model.
| Control / layer | Meaning | Inspection point |
|---|---|---|
| Strength | Primary blur amount. | Watch skin texture, hair and other high-frequency detail. |
| Split H/V | Makes the smooth blur anisotropic. | Check circular or square objects — they reveal axis imbalance quickly. |
| Channel adjustment | Different RGB values turn neutral blur into chromatic smear. | Keep RGB equal for clean-up work. |
| Border / Alpha | Controls out-of-frame sampling and transparency. | Test the frame boundary and matte edge directly. |
Likely cause: Blur is replacing texture instead of solving a local issue.
Fix: Reduce Strength, localise the node and restore texture after the blur.
Likely cause: Unsuitable Border Type.
Fix: Compare Replicate and Reflect on the same frame.
Likely cause: Gaussian does not model aperture/bokeh.
Fix: Switch to Lens Blur or CineFocus.
Gaussian Blur is conceptually lighter than depth-aware effects, but large strong blurs are still expensive. At 4K/8K, watch playback FPS and cache heavy nodes when needed.
Animating Strength works for reveals/transitions, but the change should have a clear motivation. For motion along a vector, Directional Blur is usually a better model than forcing H/V Gaussian into a motion effect.
Most often, use a dedicated node after the base grade and before final grain/sharpening. In glow-like constructions, placement depends on what is later mixed back with the original signal.
rectangular local averaging shaped by Iterations
simple controllable blur with H/V and channel shaping
linear vector driven by Angle
motion smears and horizontal/diagonal streaks
aperture and bokeh profile
optical defocus character without depth analysis
discrete cells and pixelation
detail concealment and graphic stylisation
rotation around a centre
spin, vortex and rotational motion
rays toward or away from a centre
rush, punch-in/out and depth-like transitions
depth-aware virtual lens
different defocus across foreground, subject and background
Where to place FX and preserve operation order.
How to localise blur and keep the matte tracked over time.
Coordinates, crop/zoom and FX-centre behaviour after transforms.
Check RGB contamination, clipping and technical side effects.
Control names and panel layout are also cross-checked against the real DaVinci Resolve 21 screenshots shown earlier on this page. Where Blackmagic does not publish implementation math, this guide describes observable behaviour and does not invent a proprietary kernel.
FAQ
It applies a smooth blur profile to the image. Strength controls the overall amount, while optional H/V splitting and channel controls let you shape the blur more precisely.
It lets horizontal and vertical blur be controlled independently, which is useful when the blur needs to be wider along one axis.
They control how strongly each channel participates in the blur. Equal RGB values keep the result neutral; different values can intentionally create colour separation.
It includes the alpha channel in the blur and matters when the effect is applied to transparent or keyed elements.
Neither is universally better. Gaussian Blur is the direct choice for a naturally smooth blur profile, while Box Blur is useful when iterations and its more structural box behaviour are part of the task.
Continue the catalog
H/V controls, iterations, borders and alpha.
Depth-aware focus, bokeh, lens properties and grain.
Angle-driven blur, Realistic / Stylized and channel control.
Next in Blur
Aperture-shaped bokeh, Quality, Blur Size, Anamorphism and optical controls are now documented on the next page.