RESOLVE FX STYLIZE · DAVINCI RESOLVE 21 STUDIO
Tilt-Shift Blur.
Place the focus.
Design the depth.
Blur is only half the story. Learn to create a convincing focus map, direct the near/far falloff, feed an external matte and shape lens highlights deliberately — with the original inspector screenshots beside the reference.
Focus Sweep + Range
Fast / Lens Iris
Alpha + Blend
Try MINIATURE, enable Blur Strength Preview, and rotate Angle. Black stays in focus; white receives defocus. Then switch to the actual image.
Preparing preview…
DEPTH OF FIELD / GEOMETRY
LENS IRIS / HIGHLIGHTS
The six polygon labels come from the Resolve 21 manual; the original screenshot has Lens Iris collapsed. Our aperture sampling is a teaching approximation.
This browser model only illustrates focus geometry, two blur characters, alpha and mixing. Slider scales are illustrative, not OFX values.
6 original UI captures · 19 controls · RU/EN
4 practice exercises01FOCUS IS A MAP
First decide what stays sharp.
The sharp band and the bokeh renderer are separate systems. An inaccurate focus map cannot be repaired by prettier aperture highlights.
Black means in focus
The Blur Strength Preview map shows a black in-focus band and lighter areas on either side. Place the map first, then select how defocus is rendered.
Three different map sources
Custom is a procedural band; Alpha Input accepts an existing key/alpha map; Second RGB Input accepts a second RGB signal. They are different inputs and need appropriate wiring.
Iris character is another decision
Fast Blur is simpler and faster. Lens Blur adds iris shape, rotation and highlight response. The same depth map can produce very different looks with these rendering modes.
Reference: Resolve 21 · Tilt-Shift Blur (FX Stylize) ↗
02REAL INSPECTOR · ALL CONTROLS
Know what each of the nineteen controls changes.
Six unmodified captures anchor the review. The Lens Iris section is collapsed in the archive; its subcontrols and shape names were checked in the Resolve 21 manual. The demo uses separate, illustrative scales.
Primary blur engine
How much to blur, and with which model
- Blur Strength
Defines the maximum defocus outside the in-focus region. It does not decide where the sharp region lies: Depth of Field builds that map.
TESTLower Strength without changing the map: the focus boundary stays in place while the soft-to-sharp difference shrinks.
- Blur Type
Switches Fast Blur (Square Iris) and Lens Blur. The former is simpler and faster; the latter offers more optical defocus and the Lens Iris controls.
TESTCompare the two modes on specular highlights with the same map. A featureless sky will not reveal their differences.
Lens Blur mode only
Lens Iris: the shape of out-of-focus light
- Iris Shape
Selects the aperture geometry governing out-of-focus highlights. The Resolve 21 guide describes polygonal shapes from triangle to octagon. The archived inspector PNG has this section collapsed.
TESTInspect tiny practical lights in a heavily defocused region; without bright points, changing the polygon may be hard to see.
- Blade Curvature
Controls the rounding of aperture blades where the chosen iris mode enables it. Rounder edges generally soften the polygonal contour of light discs.
TESTChoose Iris Shape first and confirm whether Blade Curvature is enabled for that aperture in your installed version.
- Rotation
Rotates the iris aperture and polygonal bokeh orientation. It does not rotate the footage, depth map, or Color node.
TESTRotate a blurred point light: the polygon turns while the actual scene composition stays still.
- Anamorphism
Changes the defocus aspect ratio to approximate anamorphic bokeh. It does not resize the entire picture. Check the setting against bright point lights.
TESTAdjust Anamorphism after setting Blur Strength; its effect is visible in out-of-focus highlights, not in the sharp band.
- Highlights
Controls how bright image regions contribute to the lens-style defocus. Excessive settings can make bright halos feel synthetic.
TESTCheck windows and lamps, then inspect skin and high-contrast boundaries: highlights should not dominate the shot.
Depth of Field
Focus map, focus position and falloff
- Map Source
Custom makes a map internally. Alpha Input reads an alpha/key connection and Second RGB Input reads a separate RGB image input. External paths must be wired in Resolve; choosing the menu item cannot create a map.
TESTThe dropdown screenshot shows exactly three entries. With an external source, verify the connection and the black/white polarity.
- Center X
Moves the map coordinate system horizontally. With an unrotated infinite focus band, changing X may have little visible impact; it matters more when Angle is nonzero.
TESTSet a nonzero Angle, then change Center X to see the diagonal focus region shift.
- Center Y
Offsets the depth-map center vertically to align the focus band with the subject or horizon. Its impact is clearest with the generated Custom map.
TESTMove Center Y downward on the Custom map: the band should follow the selected vertical location.
- Angle
Rotates the focus map relative to the image, useful for streets, stairs, architecture and diagonal perspective lines.
TESTPick a slanted structure and turn Angle until the focus band matches the desired subject plane.
- Focus Sweep
Moves the focus selection along the depth-map value range. Especially useful with a connected depth map or an animated rack-focus treatment.
TESTView Depth Map Preview while changing Focus Sweep: the black in-focus region should migrate through the map values.
- In-Focus Range
Defines the width of the black, unaffected region in the depth map. It changes how much stays sharp, not the maximum blur strength.
TESTKeep Strength fixed while widening In-Focus Range: more of the image should remain sharp.
- Near Blur
Shapes the falloff on the near side of focus (Near Blur Range in the manual). It is not simply a second global blur-strength knob.
TESTKeep Blur Strength constant and change Near Blur: the affected-side transition should change without mirroring on the other side.
- Far Blur
Independently controls defocus falloff on the far side of focus (Far Blur Range in the guide), allowing a different progression into the background.
TESTCompare unequal Near and Far: the two falloffs should differ; perfect symmetry is not always the visual goal.
- Blur Strength Preview
Shows the blur-strength map as grayscale rather than the final image. Black represents unaffected/in-focus areas, white the most blurred regions.
TESTUse Preview to inspect the map, then return to the final image: a convincing map can still give poor subject edges.
Advanced Controls
Interaction with Color sizing, tracking and alpha
- Follow Sizing and Tracking
Controls whether the effect follows the current Color node’s sizing and tracking. Check it when transforms or tracked windows change the framing.
TESTToggle it after actual sizing/tracking in Resolve; the browser lab does not emulate Resolve tracking.
- Blur Alpha
Determines whether alpha participates in the blur. It matters for graphics, keyed elements and transparent edges; on opaque footage the difference may be invisible.
TESTTest on a clip with a transparent edge and check whether compositing introduces a dark fringe.
Global Blend
Final amount after constructing the effect
- Blend
Mixes the Tilt-Shift Blur result back with the source. It cannot replace Blur Strength or In-Focus Range: dosage and focus geometry solve different problems.
TESTReduce Blend after the map and moving edges are correct; do not use it to disguise a misplaced focus band.
03CHOOSE THE RIGHT DEPTH STRATEGY
The focus map must match the subject.
A straight focus band, a depth matte and a carefully designed iris solve different problems. Choose the approach before copying numbers from somebody else’s timeline.
Miniature city
Streets and architecture
Align the focus strip with a block or street. Set Angle first and add defocus only after the geometry is convincing.
On motion, cars and people should not jump through a badly aligned band.
Portrait separation
Gentle subject isolation
Use a depth/key map when a straight band cannot match the subject outline. Keep distant defocus restrained.
Inspect hair, glasses, translucent fabric and head motion.
Product bokeh
Product and background points
Keep the product label legible, switch to Lens Blur and choose Iris Shape using background highlights. Anamorphism and Highlights are finishing decisions.
Bokeh supports the product instead of stealing attention.
Do not confuse Blur Strength Preview with a final grayscale look; it only diagnoses the blur distribution. Alpha Input and Second RGB Input in the lab are synthetic examples, not connections to Resolve.
04ACTUAL COLOR CONNECTIONS
A separate node. A separate depth signal.
Add Tilt-Shift Blur from Resolve FX Stylize on a separate serial node. Custom needs no external matte; Alpha Input requires a connected key signal. The diagram switches between these two workflows.
Depth-driven defocus
With Custom selected, adjust the internal band via Center, Angle, Focus Sweep, In-Focus Range and independent Near/Far falloff.
The green path represents the main image signal; the dashed gold path is a conceptual key/matte connection. This is teaching artwork, not a real exported Resolve node graph.
Also see: Color node graph ↗ · Windows / Tracker ↗
05REPEAT IN RESOLVE
Four tasks. Four criteria for a good result.
The steps are practical learning exercises, not universal presets. Changes in source, perspective, depth-map quality and resolution alter the outcome.
Miniature street
A deliberate plane of focus
PrepareUse a wide city shot with a diagonal road, roofs, or a street.
- 01
Apply Tilt-Shift Blur to its own serial node after the primary grade.
- 02
Use Custom, enable Blur Strength Preview, align Center Y and Angle.
- 03
Set In-Focus Range, then tune Near Blur and Far Blur independently.
- 04
Disable Preview, choose Blur Type, then set Blur Strength and finish with Blend.
The main street stays sharp while near/far sections soften without obvious halos around buildings.
An overly thin band cuts through people and buildings, creating distracting focus holes.
Map-driven portrait
Verify an external key/depth connection
PrepareUse a moving portrait and a prepared depth matte (for example, a Depth Map on a separate Color node).
- 01
Route the Depth Map key output into the Tilt-Shift Blur node key input.
- 02
Set Map Source to Alpha Input and confirm the intended matte arrives.
- 03
Enable Blur Strength Preview; inspect polarity and invert the map upstream if needed.
- 04
Use Focus Sweep and In-Focus Range to keep the person sharp, then inspect moving edges.
The subject stays sharp and temporally stable, hair edges are calm, and the background follows depth.
Reversed polarity blurs the face instead of the background; noisy matte edges create unstable blur.
Product with optical bokeh
Separate depth geometry from optical highlights
PrepareUse a product shot with small practical lights behind the subject.
- 01
Protect the product label using Custom or a prepared external depth map.
- 02
Choose Lens Blur and compare Iris Shape on small bright lights.
- 03
Tune Rotation / Anamorphism, then raise Highlights carefully.
- 04
Inspect at 100% for highlight overshoot and doubled object outlines.
The product name remains legible, and aesthetic highlights do not obscure the subject.
Excessive Highlights turns pleasing depth into artificial light rings.
Alpha-edge validation
Learn when Blur Alpha matters and how Blend affects the composite
PrepareUse an alpha-bearing logo or overlay above a different video.
- 01
Place the keyed clip in a proper composite and apply the FX to its node.
- 02
Compare Blur Alpha on and off at the same Blur Strength.
- 03
Compare Follow Sizing and Tracking if sizing/tracking is present; inspect in motion.
- 04
Lower Global Blend, then inspect an exported composite against a real background.
The graphic blurs predictably and its alpha edges remain clean over different backgrounds.
Dark fringes or background-dependent edges indicate an alpha/compositing issue.
06CHOOSE THE RIGHT TOOL
Not every soft image needs Tilt-Shift.
Compare whether you need focus geometry, optical bokeh, uniform softening or an upstream depth mask.
| FX | What it does | Use it for |
|---|---|---|
| Tilt-Shift Blur | Focus/depth map with Fast or Lens blur | Miniatures, selective focus, depth-aware defocus |
| Lens Blur ↗ | Optical blur and iris/bokeh styling | When bokeh styling matters without a built-in focus band |
| Gaussian Blur ↗ | Uniform spatial softness | Retouching, soft backgrounds and controlled uniform blur |
| AI Depth Map ↗ | Produces an estimated depth matte, not finished bokeh | A depth driver for more object-aware defocus |
07SYMPTOM → CAUSE → FIX
Fix the map before adjusting the optics.
01Subject blurred, background sharp+
Inspect external-map polarity and Focus Sweep. Enable Blur Strength Preview to locate black/white regions; invert the map upstream when needed.
02Hair boundaries show halos+
Improve the matte/depth map and its temporal consistency first. Then reduce Blur Strength, tune Near/Far and inspect Blur Alpha for alpha compositing.
03Miniature look feels unconvincingly artificial+
Check perspective and Angle alignment. Avoid an excessively narrow In-Focus Range and do not increase Blur Strength before the map itself looks plausible.
04Center X appears ineffective+
For a perfectly horizontal band at Angle = 0, sliding along the band may do nothing visible. Set a nonzero Angle or inspect the external map transform.
05Bokeh shape is not visible+
Confirm Blur Type is Lens Blur: iris settings do not apply to Fast Blur. Inspect small bright background points; smooth surfaces seldom reveal the aperture polygon.
06Flicker in motion or export+
Check the depth matte frame by frame, tracked Windows and scaling. Inspect a real export at target resolution/fps instead of relying only on the Viewer.
07Blend reduces the effect, not the problem+
Global Blend changes the mix, not where focus falls. Fix Map Source, Focus Sweep, In-Focus Range and Near/Far before using Blend.
Trust the map first
If the focus geometry contradicts scene depth, even attractive iris styling only amplifies the mismatch.
Check temporal consistency
Edges across hair, hands and cars must move without pulsating. That matters more than a single impressive still.
Less for the scene
Tilt-shift is recognizable, but aggressive blur can make reportage look toy-like. Let the story justify the treatment.
08BEFORE YOU DELIVER
Check motion, subject edges and the final render.
This is a manual self-check, not an automated validation of the Resolve project.
09FAQ / IMPORTANT DISTINCTIONS
Seven questions worth getting right.
Why is this called Tilt-Shift Blur if it uses a depth map?
The miniature look comes from a controlled focus strip, producing near/far defocus reminiscent of a tilted lens plane. This is a post effect, not a physical camera movement.
Does Alpha Input automatically create AI depth?
No. This selects a source for an existing matte. Use a separate Depth Map node, connect its key output to the Tilt-Shift Blur key input, then check map polarity.
How does In-Focus Range differ from Blur Strength?
In-Focus Range grows/shrinks the unaffected region of the map. Blur Strength governs how pronounced the defocus is in regions where the map allows it.
Are Near Blur and Far Blur simply separate blur amounts?
The manual calls them Near/Far Blur Range: they shape falloff on each side of the focus region rather than duplicate Blur Strength. The actual screenshot labels read Near Blur and Far Blur.
What do Alpha and Second RGB mean in the browser demo?
They are synthetic sample maps for learning the geometry. The browser does not connect to Resolve nodes, accept real OFX inputs or reproduce Blackmagic’s renderer.
Can I animate Focus Sweep?
It can shift focus selection along an imported map. However, a temporally unstable AI Depth Map will cause pulsing and reveal matte artifacts during the change.
Which Resolve version do these controls refer to?
Visible labels were checked against six original PNGs; the collapsed Lens Iris group was cross-checked against the DaVinci Resolve 21 manual. The effect is Studio-only. No live Resolve certification was performed for this site update.
Sources, scope and image authenticity
All six screenshots remain original archived Resolve PNGs. Lens Iris is collapsed in them, so its subcontrols were verified against Chapter 165 of the Resolve 21 manual rather than fabricated in a UI mock-up. Only the screenshot visibly proves UI labels and values.
The client-side model uses simplified separable and sparse-aperture filtering on an ordinary image; fake alpha/RGB maps are clearly labeled samples. It does not represent Blackmagic GPU output, physical optical simulation, exact OFX slider ranges, real tracking, color-management or edition entitlement. Exercises need verification in a live Resolve Studio session.