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Blender 2.6 Essential Training

Creating depth of field


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Blender 2.6 Essential Training

with George Maestri
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  1. 3m 42s
    1. Welcome
      1m 22s
    2. Using the exercise files
      28s
    3. Downloading Blender
      34s
    4. Using Blender on a Mac
      42s
    5. Using Blender on a laptop
      36s
  2. 30m 32s
    1. Overview of the Blender interface
      6m 6s
    2. Understanding 3D view windows
      5m 23s
    3. Navigating in 3D space
      6m 35s
    4. Configuring user preferences
      6m 24s
    5. Creating custom layouts
      6m 4s
  3. 32m 29s
    1. Selecting objects
      6m 12s
    2. Moving objects
      4m 35s
    3. Rotating objects
      2m 48s
    4. Scaling objects
      2m 16s
    5. Understanding transform orientation
      3m 53s
    6. Changing an object's origin
      5m 27s
    7. Selecting pivot points
      3m 22s
    8. Using Snap to move objects precisely
      3m 56s
  4. 44m 15s
    1. Creating mesh primitives
      6m 36s
    2. Selecting vertices, edges, and faces
      4m 48s
    3. Editing mesh objects
      7m 39s
    4. Proportional editing
      3m 52s
    5. Sculpt mode
      4m 45s
    6. Working with edges and edge loops
      3m 42s
    7. Extrusions
      5m 18s
    8. Smooth shading objects
      2m 23s
    9. Subdividing meshes
      5m 12s
  5. 50m 31s
    1. Working with modifiers
      5m 52s
    2. Working with subdivision surfaces
      3m 48s
    3. Creating a simple creature
      7m 54s
    4. Symmetrical modeling with the Mirror modifier
      8m 21s
    5. Joining mesh objects
      3m 37s
    6. Stitching vertices
      4m 52s
    7. Finalizing a simple creature
      4m 48s
    8. Creating text
      3m 29s
    9. Boolean tools
      2m 59s
    10. Vertex groups
      4m 51s
  6. 22m 36s
    1. Using the Outliner
      8m 22s
    2. Using layers
      4m 30s
    3. Creating groups
      2m 48s
    4. Working with scenes
      4m 2s
    5. Creating hierarchies
      2m 54s
  7. 54m 26s
    1. Assigning materials to objects
      8m 4s
    2. Diffuse shaders
      6m 47s
    3. Working with specularity
      5m 56s
    4. Using the Ramp Shader options
      9m 45s
    5. Additional shading options
      2m 37s
    6. Creating reflections
      8m 29s
    7. Adding transparency and refractions
      6m 49s
    8. Subsurface scattering
      5m 59s
  8. 51m 48s
    1. Adding a simple texture
      6m 11s
    2. Using bitmaps
      6m 53s
    3. Mapping textures in the UV Editor
      8m 28s
    4. Using UV projections
      5m 56s
    5. UV mapping a character
      6m 11s
    6. Fine-tuning UV mapping
      6m 7s
    7. Creating Bump and Normal maps
      3m 15s
    8. Displacement mapping
      3m 48s
    9. Using the Node Editor
      4m 59s
  9. 53m 9s
    1. Adding lamps to a scene
      8m 44s
    2. Fine-tuning ray-trace shadows
      4m 32s
    3. Using spot lamps
      4m 20s
    4. Fine-tuning buffer shadows
      6m 19s
    5. Using Hemi lamps
      2m 32s
    6. Working with Area lamps
      5m 17s
    7. Creating sky and ambient light
      4m 49s
    8. Adding background images
      3m 19s
    9. Creating sunlight
      6m 6s
    10. Ambient occlusion
      7m 11s
  10. 30m 8s
    1. Working with cameras
      4m 47s
    2. Creating camera targets with constraints
      3m 43s
    3. Render properties
      5m 7s
    4. Rendering animation
      5m 13s
    5. Adding motion blur
      4m 10s
    6. Creating depth of field
      7m 8s
  11. 32m 30s
    1. Understanding the Timeline
      4m 3s
    2. Animating objects
      6m 26s
    3. Animating properties
      4m 0s
    4. Editing animation in the Graph Editor
      8m 36s
    5. Using the Dope Sheet
      4m 53s
    6. Path animation
      4m 32s
  12. 39m 59s
    1. Facial animation using shape keys
      4m 40s
    2. Understanding armatures
      6m 2s
    3. Fitting an armature to a creature
      7m 23s
    4. Deforming a character with an armature
      3m 49s
    5. Setting up inverse kinematics
      3m 53s
    6. Controlling the hips and body
      2m 1s
    7. Animating in Pose mode
      2m 47s
    8. Creating a test animation
      9m 24s
  13. 15s
    1. Goodbye
      15s

Video: Creating depth of field

One more way to add realism to your scene is to add depth of field. Now this simulates the blurring you get when you have some objects in and out of focus within a scene, so it's basically a camera-focus effect. Now we do this by setting up what are called composite nodes in Blender, so we're going to get a little taste of those as well. Now I have a simple scene here with three coffee cups and a camera and one light in the scene. Now if I hit F12 to render, you will see that, well, the coffee cup looked just fine, but they're all in focus, which is really what this will be without any depth of field.

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Blender 2.6 Essential Training
7h 26m Beginner Dec 21, 2011

Viewers: in countries Watching now:

This course provides an overview of modeling, animating, and rendering 3D graphics in the open-source software Blender 2.6. Beginning with a tour of the Blender interface, author George Maestri shows how to create and edit basic objects, work with modifiers and subdivision surfaces, and apply materials and textures. The course also demonstrates lighting 3D scenes, setting up and using cameras, animating objects, and assembling basic character rigs.

Topics include:
  • Navigating in 3D space
  • Selecting, rotating, and scaling objects
  • Using Snap to move objects precisely
  • Creating mesh primitives and extrusions
  • Subdividing meshes
  • Creating a simple creature
  • Joining mesh objects and stitching vertices
  • Organizing a scene with layers, groups, and hierarchies
  • Assigning glossy and reflective materials to objects
  • Creating bump maps
  • Creating sky and ambient light
  • Understanding ambient occlusion
  • Adding motion blur and depth of field
  • Editing animation in the Graph Editor
  • Building and animating a simple character
Subject:
3D + Animation
Software:
Blender
Author:
George Maestri

Creating depth of field

One more way to add realism to your scene is to add depth of field. Now this simulates the blurring you get when you have some objects in and out of focus within a scene, so it's basically a camera-focus effect. Now we do this by setting up what are called composite nodes in Blender, so we're going to get a little taste of those as well. Now I have a simple scene here with three coffee cups and a camera and one light in the scene. Now if I hit F12 to render, you will see that, well, the coffee cup looked just fine, but they're all in focus, which is really what this will be without any depth of field.

So let's go ahead and add in some depth of field to get some selective focus. We do this in a couple of steps. First, we have to set up the camera. Then we have to set up composite that actually creates the depth of field. So I'm going to go ahead and right- click on my camera, go over to my Camera Properties panel, and down here we have an entry called Depth of Field. But before I do that, I'm going to turn on Display > Limits. Now this displays a number of things.

The one thing you want to take a look at is this little cross right here at the camera. This is really my depth of field distance. So if you scroll up to Depth of Field here, you can move this number up and down, and notice how that cross moves along that line. And this tells the camera where it's going to focus. Now if we want, we can actually pick any object in the scene and have that set as the focus. So if I were to select Cup_02, it would set that so that I have that in focus.

But regardless of how you set this, this is really going to be your focal point. Now if we do a render right now, we're not going to get anything, because we really haven't set up Depth of Field to take advantage of this number. We do that by setting up what are called compositing nodes. And so what I have to do is go into my Node Editor. So I'm going to select this 3D View, and I'm going to go into the Node Editor. Now I'm going to click on the far-right button here which has these pictures, and that's my composite nodes.

And what it does is it adds a node- based compositing program that allows us to do all sorts of effects. So I'm going to click on Use Nodes, and when I do that, you see we actually only have two nodes. We have our Render layer and then our Output here. Now if I hit F12 to render, you'll see the image will show up in that render layer. Now this is a node-based compositor and so we can add in any sort of nodes we want. So if I wanted to, I could add in a filter.

I could add in an effect, Distortion, any sort of effect. So for example, if I just wanted to do brightness and contrast, I could do Color > Brightness/Contrast and we can actually create a network to allow us to add brightness and contrast. So what I have is my render, and before I actually go to final output, I'm going to plug my render into the image input of this Brightness/Contrast, take the image output of that and plug it into the image input of my output, and now I can have brightness or contrast in my scene. So you could see I can make this a lot more contrasty if I want.

And you could do all sorts of effects with this composite node. But right now we're here to actually create depth of field, so I'm going to go ahead and select this composite node and delete it, and then we're going to add in a different node. We're going to add in a filter called Defocus. And what that does is that gives me my depth of field. So again, I'm going to take my render layer, click on Image, and find the image input on my Defocus, and then select the image output on my Defocus and plug it into my output.

Now because this is a depth-based effect, I also need to connect my Z-Buffer. So here on my Render layer I have a Z output. So I'm going to left-click on that and plug it in to Z here, and this should give me a Defocus here. So now all I have to do is click on Use Z-Buffer and I can start to get my effect. Now I have a number of controls here. One is fStop, and then Maximum Blur and then Threshold.

Let's start with fStop. Now if you're familiar with cameras, you'll know that high fStops mean infinite depth of field. So an fStop of my default here of 128 means I'm not going to get any defocusing. The lower the fStop, the more depth of field you get. So I'm going to bring this down to a very small number. Let's bring this note to, say, f-2. And as soon as we do, you can see that I'm getting my defocus effect. So we also have a Maximum Blur, so we can actually turn that up or down.

But the other one is actually kind of nice. It's called Threshold, and this determines how wide my focal area is. So a bigger number puts more stuff in focus. So if my Threshold is bigger, you'll see that it kind of stretches out. And then we also have how many samples are we using to actually create this effect? So if we want to, we can type in a bigger number to get less graininess, and that will create a better effect.

Now another option here is the Bokeh Type. Now if you're familiar with camera lenses, you'll know that this is representative of how the aperture of the camera works. So by default, it's circular, but we can change it to any shape we want, so basically triangular, square, hexagonal, and so on. A lot of times Hexagonal works a little bit better, and it can give you another type of effect. Now if I want to change the focus in the scene, I can certainly change my depth of field here.

I can either select a different object, so let's say Cup_01 and go ahead and render, and that will put that object into focus. Or if I want, I can basically select that, hit Backspace, and then my Depth number comes back up here, and then I can dial it in if I want. So as you can see, adding depth of field is a little more complex than other effects in Blender, but you can get some really great results.

All you have to do is set your depth of field in your camera and then just add a Defocus filter in between your Render layer and your Output in the Node Editor.

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