1 The idea
Film cameras state the shutter as an angle. 180° means open for half of each frame’s time (1/48 s at 24 fps). Something moving 48 pixels per frame blurs over 24 pixels.
CG has to use the plate’s shutter, or things look choppy or over-smeared. Sparks that already carry blur must not get a second dose.
blur (px) = speed (px/frame) · angle / 360 · exposure = angle / (360 · fps)2 Hands-on
Set the shutter angle so the blur length matches the plate
3 Deep dive
Degrees ↔ seconds
Exposure = angle ÷ (360 × fps). In Nuke the shutter is a fraction of a frame: 180° = 0.5. Blur length = speed × angle/360. A robot arm moving 40 px per frame blurs 20 px at 180° and only 5 px at 45°, the choppy action-film look.
| fps | Angle | Open (s) | Nuke shutter |
|---|---|---|---|
| 24 | 180° | 1/48 | 0.5 |
| 25 | 180° | 1/50 | 0.5 |
| 24 | 90° | 1/96 | 0.25 |
| 24 | 45° | 1/192 | 0.125 |
Read the shutter from the plate
No report? Measure it. Find something moving straight at a steady speed, measure how many px it moves per frame and how long its streak is (minus the object’s own size). Then angle = 360 × streak length ÷ motion per frame.
On set: note fps and shutter for every setup, and ask whether the DP changed the shutter for a look. Check the render’s shutter offset too (centred, start or end); a mismatch puts the streak ahead of or behind the object.
- 1Know the plate shutter
- 2Set CG to match
- 3Pick the blur method
- 4Compare streak lengths
Choosing how to add motion blur
Best is blur from the node that does the moving (Transform, CornerPin, Tracker, Roto, ScanlineRender), because it knows the real motion. If you see stepped copies, raise the samples, not the shutter. CG with rendered motion vectors can use VectorBlur; MotionBlur estimates motion from the image when nothing else is available (it may need NukeX / Nuke Studio, depending on your licence).
VectorBlur blurs in a straight line per pixel, so spinning or arcing things (wheels, rotors) get the wrong shape. Use a method that follows the curve, or render the blur in 3D.
When not to add it
A spark is a bright dot that is already blurred: its streak is its motion blur. Adding more makes a fat straight line. CG rendered with blur must not go through VectorBlur again. A flash shorter than the shutter (muzzle flash) records sharp while the rest of the frame blurs, and that’s physically correct.
When in doubt, switch the blur off and look whether the element already has some.
4 In real work
In Nuke
- Transform / CornerPin / Tracker: motionblur (samples) on, shutter 0.5 for 180°
- Keep Transforms next to each other so they concatenate: one filter, one blur. Don’t put a Grade between them
- ScanlineRender: samples and shutter matching the plate
- CG with motion vectors → VectorBlur, with the blur matched to the plate’s shutter
- No motion data → MotionBlur (estimates from the image; may need NukeX / Nuke Studio, depending on your licence)
Common mistakes → the fix
- ✗ Using 360° to look smooth✓ Use the plate’s shutter
- ✗ Adding blur to sparks or CG that already have it✓ Check first; blur once
- ✗ VectorBlur on a spinning wheel✓ Use a curve-aware method or render the blur in 3D
- ✗ Seeing stepped copies and raising the shutter✓ Raise the samples, keep the shutter
Before you send the shot
- Plate fps and shutter known (from the report or measured)
- CG and transforms use the plate’s shutter and offset
- CG streak lengths match real ones in the plate
- No double blur on elements that already have it
- No stepping on the fastest frames
5 Check yourself
The plate is 24 fps at 180°. How do you set the CG shutter?
🔒 Answer the question above and this card opens
1. 24 fps plate. An object moves 30 px per frame and its streak is 10 px (object size removed). What is the shutter angle?
2. At 25 fps and 180°, how long is the shutter open?
Where the numbers come from: Lens maths is the standard thin-lens model (FOV, CoC, hyperfocal), using CoC = sensor diagonal ÷ 1500, a common convention rather than a fixed rule. Distortion uses the Brown–Conrady model (k1, k2). The real DOF images are Blender Cycles renders.