Slow Motion Calculator
Tell me the fps you shoot at and the timeline you edit in — I'll tell you how much it slows down, how long it runs on screen and what shutter you need.
Your slow motion
For natural motion, keep the 180° rule: shutter ≈ 1/(2 × capture fps).
How slow motion is calculated
The idea is simple: you record more frames per second than you play back, and playing them at normal speed stretches the action. The factor is just a division:
Everything else follows: screen duration is the real duration times that factor, and playback speed is its inverse as a percentage (100 ÷ factor). For natural motion blur, the 180° rule asks for a shutter of roughly 1/(2 × capture fps).
If the factor comes out below 1, you are not slowing anything down: you are speeding it up. The clip will run shorter than the real action.
Example: 120 fps edited at 24p
You record 3 seconds of a splash at 120 fps and edit on a 24 fps timeline:
- Factor = 120 ÷ 24 = 5×.
- Screen duration = 3 × 5 = 15 seconds.
- Playback speed = 100 ÷ 5 = 20 %.
- Frames captured = 3 × 120 = 360.
- 180° shutter = 1/(2 × 120) = 1/240.
That 1/240 is what explains the usual "I don't have enough light" complaint: compared with a normal 1/50 at 24 fps you have lost more than two stops, and you have to win them back with aperture, ISO or more light.