In brief
- Motion blur settings are available in the Render › Motion Blur panel.
- The Position option determines when the shutter opens and closes in relation to the current frame.
- In EEVEE, increasing Steps can improve smoothness, but may extend render times because the scene is recalculated.
- Physics simulations and particle systems should be baked before rendering for consistent blur.
Blender’s current online manual explains how to control motion blur in the Cycles and EEVEE render engines. Since animations are rendered as sequences of still images by default, fast-moving objects may not look blurred as they would in footage captured by a real camera. The settings in the Render › Motion Blur panel determine the shutter’s position within a frame, how long it stays open, and how EEVEE calculates blur. The manual does not specify a Blender version number; the information below is based on the “latest” documentation pages.
1. Before enabling motion blur
Motion blur softens an image in the direction of an object’s movement, helping animation frames look more natural. First, identify the motion in your scene that needs blur: a fast-moving vehicle, a moving camera, or an object that changes position in a short time are a few examples. Rather than increasing the setting automatically, check its effect on the frames you want to target.
Open the
Render › Motion Blurpanel in the render properties.Select the frame where the motion is most noticeable and preview it.
Use
Positionto set the shutter timing relative to the frame.Set
Shutteraccording to the duration you want the blur to cover.
According to the manual’s Shutter description, duration is measured in frames; for example, a value of 1.0 produces blur over a duration of one frame. This is an example of how to interpret the setting, not a fixed value recommended for every scene.
2. Position and Shutter settings
Position defines how the shutter relates to the current frame. Start on Frame means the shutter begins opening on the current frame; Center on Frame means the shutter is fully open on the current frame; and End on Frame means the shutter finishes closing on the current frame. This choice affects which part of the motion appears in the image. If an unexpected trail appears at the start or end of an animation, review this timing first.
| Setting | Suggested value | Effect |
|---|---|---|
| Position | Start on Frame, Center on Frame, or End on Frame | Determines when the shutter opens and closes relative to the current frame. |
| Shutter | Duration in frames; the manual’s example is 1.0 | Controls the duration between the shutter beginning to open and finishing closing. |
| Rolling Shutter (Cycles) | None or Top-Bottom | Disables the effect or creates a rolling-shutter effect that scans from the top of the image to the bottom. |
| Steps (EEVEE) | The manual shows examples with 4 and 32 steps | Affects the number and accuracy of steps used to calculate accumulated blur; more steps may increase render times. |
The options and examples in the table come from the documentation; they are not presented as a single ideal setting. In EEVEE in particular, increasing Steps requires the scene to be reevaluated at every step. More steps can reduce crosshatch patterns that may appear with some overlapping, fast-moving objects. The tradeoff is longer render times. The documentation notes that Max Blur can also be reduced as the step count increases, since post-process blur may only need to cover a shorter distance.
3. Differences between Cycles and EEVEE
The Cycles documentation describes the None and Top-Bottom options for Rolling Shutter, as well as the Rolling Shutter Duration setting that controls the effect. Shutter Curve is the curve that defines how the shutter opens and closes: the horizontal axis represents time, while the vertical values represent the shutter’s openness. On the curve, 0 means closed and 1 means fully open. According to the manual, the default mapping opens and closes the shutter abruptly.
EEVEE divides the render into multiple time steps for accumulated motion blur, then combines the results. Increasing the step count can make it easier to achieve smooth gradients, but it also increases the computational load. EEVEE also uses post-process blur to fill gaps between steps. Bleeding Bias is intended to reduce background blur bleeding over foreground objects; lower values reduce this bleed. Max Blur limits the pixel range over which blur is calculated.
Motion blur in EEVEE can be previewed in the viewport during animation playback, but the method used there is simpler than the one used for the final render. The same limitation applies to viewport renders. For this reason, don’t make your final decision based on the preview alone.
4. What to consider in an architectural visualization workflow
In architectural animations, motion blur can be evaluated in frames with a moving camera, objects passing through the scene, or animated particles. The result depends on the direction and timing of motion in the scene. Checking the settings in a preview is a quick starting point, but EEVEE’s simplified calculations in the viewport and viewport renders do not guarantee the same result as the final output.
It’s important to bake simulations before rendering scenes that include physics systems or particles. The Blender manual notes that motion blur may be inaccurate or inconsistent if these simulations are not baked. In addition, camera motion blur in Cycles does not work with orthographic cameras. Lights moving in world space are also not taken into account in motion blur; moving the camera along with the lights can produce incorrect blur.
Common mistakes
Treating the preview as a final render: EEVEE uses a simpler algorithm for viewport motion blur.
Rendering without baking the simulation: Particles and other physics systems may produce inconsistent results.
Ignoring render times when increasing the step count: EEVEE reevaluates the scene at each step, which can add to render times.
Assuming camera and light motion are handled the same way: In Cycles, lights moving in world space are not taken into account; camera motion blur does not work with orthographic cameras.
Sources
2 sourcesSource texts are not republished; short quotes are marked, everything else is our own summary and commentary.
For architecture firms and visualization teams, these settings make it possible to control the sense of motion in animation frames according to the scene’s timing. More Steps can produce a cleaner result, particularly in EEVEE, but because the scene is reevaluated at every step, render times may increase. It’s worth considering quality and render time together.
The most important points in the workflow are to bake simulations and not to confuse the preview with the final image. The manual does not provide a version number or hardware recommendations, so it would be inappropriate to make assumptions about performance on a particular system. Cycles limitations, such as camera type and moving lights, should also be checked before delivery.
Frequently asked questions
Where are Blender’s motion blur settings?
They’re in the `Render › Motion Blur` panel in the render properties. The panel includes settings such as Position and Shutter.
What does increasing Steps do in EEVEE?
More steps can improve the smoothness of accumulated blur and reduce crosshatch patterns on fast-moving objects that overlap. However, because each step requires the scene to be reevaluated, render times may increase.
Does Blender motion blur work with an orthographic camera?
According to the Cycles documentation, camera motion blur does not work with orthographic cameras.



