If you are trying to create a simulation that swirls radially (like water going down a drain) and you want to research the math behind it, you need Vortex Methods.
You can apply Radial Blur in two main contexts:
Once you add a Radial Blur effect in ZGameEditor, you will see adjustable properties. These may vary slightly by preset, but generally include:
| Parameter | What it does | |-----------|----------------| | Center X / Y | Sets the point from which the blur radiates (0 to 1 range; 0.5,0.5 is center). | | Amount | Intensity of the blur. Higher values = longer streaks. | | Falloff | How the blur fades toward the edges (soft vs sharp radial effect). | | Angle | Direction of the blur (0° = pure zoom out, 90° = circular swirl, etc.). | | Samples | Quality setting – more samples = smoother but heavier on CPU/GPU. | | Opacity | Blend the blurred image over the original. |
Some advanced presets also include:
If you searched for "FL Radial Blur" hoping for an After Effects tutorial, this section is for you. Adobe After Effects does not have an effect literally named "FL Radial Blur," but the closest and most flexible tool is CC Radial Fast Blur (found under Effects > Blur & Sharpen).
If you are looking for how fluids handle interpolation or "blobs" of influence (which can look like a blur effect), you are likely looking for Radial Basis Functions. These are used to interpolate velocity fields or create smooth fluid surfaces.
Unlike standard radial blur (which rotates pixels around a center point), FL Radial Blur applies a zoom-based radial blur — but with far more control:
Center Point – Determines the “vanishing point” of the zoom blur. You can animate this for rack-focus effects. fl radial blur
Blur Length – Intensity of the blur (1–100). At 100, edges are completely smeared to infinity.
Quality – Low/Medium/High. High is slow but necessary for 16+ bpc work. Avoid Low except for previews.
Curve – This is the secret weapon. Instead of linear blur falloff, Curve adjusts the radial gradient of blur strength from center to edge. Negative values push blur outward; positive values pull blur inward. This creates ring-like blurs or sharp-center + smeared-edges.
Shape – Circle, Square, Cross, Star, etc. FL Radial Blur can convolve the blur kernel with geometric shapes. “Cross” is great for anamorphic streaks. If you are trying to create a simulation
Rotation – Rotates the blur kernel shape. Useless for Circle, essential for Square/Cross.
Opacity – Blends original image with blurred result. At 50% you get a “ghost zoom” effect.
When you’re satisfied: