Start learning with our library of video tutorials taught by experts. Get started

Maya 2011 Essential Training

Adding depth of field


From:

Maya 2011 Essential Training

with George Maestri

Video: Adding depth of field

Many photographers use depth of field to add interest to a scene. Now what depth of field does is blur certain parts of the scene and leave other parts in focus. And it's a great way to draw interest to certain parts of an image. It's used a lot in photography, so your subject is in focus and the background is blurred. Now we can do the same photographic effect in Maya using several different techniques. Now probably the easiest technique is to use the Depth of Field that's attached to every camera in Maya.
Expand all | Collapse all
  1. 3m 50s
    1. Welcome
      1m 34s
    2. Using the exercise files
      26s
    3. A note on screen resolution
      1m 50s
  2. 1h 0m
    1. Overview of the Maya interface
      7m 42s
    2. Working with files and Maya projects
      2m 27s
    3. Navigating viewports
      5m 56s
    4. Reviewing the Viewport menus
      6m 28s
    5. Configuring safe frames and grids
      3m 21s
    6. Selecting objects
      4m 33s
    7. Using the Move tool
      3m 48s
    8. Rotating and scaling
      4m 31s
    9. Manipulating pivots
      3m 59s
    10. Understanding the Channel Box
      5m 36s
    11. Working with the Attribute Editor
      2m 28s
    12. Using the Hotbox
      2m 59s
    13. Working with marking menus
      3m 6s
    14. Customizing the interface
      3m 36s
  3. 59m 25s
    1. Creating polygonal objects
      6m 28s
    2. Working with polygonal components
      4m 42s
    3. Selecting polygonal components
      5m 44s
    4. Working with Soft Select
      7m 3s
    5. Using the Extrude tool
      6m 47s
    6. Keeping faces together
      2m 42s
    7. Extruding along curves
      3m 27s
    8. Using the Polygon Bevel tool
      4m 14s
    9. Smooth and subdivision surfaces
      7m 6s
    10. Blocking out a character body
      11m 12s
  4. 36m 6s
    1. Working with edge loops
      3m 27s
    2. Inserting and offsetting edge loops
      3m 38s
    3. Symmetrical modeling techniques
      5m 53s
    4. Combining objects
      3m 50s
    5. Using the Polygon Bridge tool
      2m 7s
    6. Connecting components and splitting polygons
      2m 48s
    7. Poking and wedging faces
      2m 49s
    8. Working with polygon booleans
      3m 17s
    9. Modeling with nonlinear deformers
      4m 54s
    10. Modeling with lattices
      3m 23s
  5. 1h 18m
    1. Introducing NURBS modeling
      5m 3s
    2. NURBS primitives
      5m 54s
    3. Using the NURBS curve tools
      5m 7s
    4. Creating Bézier curves
      1m 59s
    5. Creating text
      3m 51s
    6. Manipulating NURBS curves
      4m 13s
    7. Refining NURBS curves
      4m 16s
    8. Offsetting NURBS curves
      2m 31s
    9. Editing NURBS surfaces
      7m 3s
    10. Refining NURBS surfaces
      7m 22s
    11. Using NURBS Revolve
      7m 31s
    12. Using NURBS Loft
      4m 11s
    13. Using NURBS Extrude
      6m 0s
    14. Using NURBS Planar
      4m 47s
    15. Stitching NURBS surfaces
      8m 52s
  6. 35m 53s
    1. Extracting NURBS curves from surfaces
      5m 57s
    2. Creating curves on a surface
      3m 53s
    3. Projecting curves on surfaces
      7m 2s
    4. Trimming NURBS surfaces
      3m 42s
    5. Using the NURBS Fillet tool
      5m 31s
    6. Sculpting NURBS and polygonal surfaces
      5m 52s
    7. Converting NURBS to polygons
      3m 56s
  7. 33m 22s
    1. Working with the Outliner
      4m 58s
    2. Grouping objects
      4m 2s
    3. Creating hierarchies
      4m 17s
    4. Duplicating objects
      4m 51s
    5. Understanding the Hypergraph
      3m 32s
    6. Working with Hypergraph connections
      2m 31s
    7. Hiding and showing objects
      2m 12s
    8. Creating layers
      4m 2s
    9. Working with selection masks
      2m 57s
  8. 40m 18s
    1. Overview of renderers
      3m 24s
    2. Understand the basics of materials
      6m 15s
    3. Creating and applying maps
      5m 13s
    4. Using bitmaps as texture
      2m 59s
    5. Working with the Hypershade window
      5m 12s
    6. Working with mental ray materials
      6m 57s
    7. Using displacement and bump mapping
      3m 14s
    8. Using the Ramp Shader
      2m 36s
    9. Using the 3D Paint tool
      4m 28s
  9. 30m 14s
    1. Texture-mapping NURBS surfaces
      5m 46s
    2. Projecting textures onto surfaces
      4m 0s
    3. Texture-mapping polygonal surfaces
      7m 0s
    4. Applying UV mapping
      8m 11s
    5. Using the UVW Editor
      5m 17s
  10. 41m 16s
    1. Creating joints
      10m 2s
    2. Deforming a mesh using the Skin tool
      5m 2s
    3. Creating IK handles
      6m 48s
    4. Creating blend shapes
      5m 39s
    5. Rigging nonlinear deformers
      2m 36s
    6. Finalizing the character
      4m 45s
    7. Rigging the character to the scooter
      6m 24s
  11. 1h 5m
    1. Working with the Timeline
      4m 16s
    2. Creating and adjusting keys (keyframes)
      5m 4s
    3. Editing keys
      3m 13s
    4. Modifying keys in the Graph Editor
      5m 47s
    5. Modifying keys in the Dope Sheet
      2m 51s
    6. Creating breakdown keys
      2m 28s
    7. Animating objects along paths
      5m 54s
    8. Animation playback using Playblast
      3m 10s
    9. Animating with constraints
      6m 16s
    10. Creating animation cycles
      8m 25s
    11. Using set-driven keys
      6m 13s
    12. Adding sound to animations
      2m 24s
    13. Finishing the animation
      9m 45s
  12. 1h 2m
    1. Lights and lighting types in Maya
      7m 29s
    2. Adding depth-map shadows
      4m 13s
    3. Using Raytrace shadows
      3m 28s
    4. Understanding the basics of cameras
      7m 14s
    5. Adding depth of field
      6m 31s
    6. Adding Bokeh using mental ray
      4m 33s
    7. Using motion blur in Maya Software Renderer
      4m 10s
    8. Using motion blur in mental ray
      3m 5s
    9. Raytracing reflections and refractions
      4m 41s
    10. Interactive rendering with IPR
      3m 33s
    11. Lighting a scene
      8m 29s
    12. Batch rendering
      4m 53s
  13. 25s
    1. Goodbye
      25s

Watch this entire course now—plus get access to every course in the library. Each course includes high-quality videos taught by expert instructors.

Become a member
Please wait...
Maya 2011 Essential Training
9h 8m Beginner Jun 01, 2010

Viewers: in countries Watching now:

In Maya 2011 Essential Training, George Maestri demonstrates the tools and feature set in Maya, as well as the skills necessary to model, texture, animate, and render projects with this deep and robust piece of 3D animation software from Autodesk. This course takes an in-depth tour of Maya's interface, including navigating and manipulating objects in 3D and customizing the workspace. The course also covers object creation and modeling basics, shading and texturing, surface mapping techniques, character rigging, and lastly, rendering and final output. Exercise files accompany the course.

Topics include:
  • Getting familiar with the Maya interface
  • Organizing scenes
  • Creating hierarchies
  • NURBs modeling for solid objects
  • Adding color to models
  • Applying bitmap textures
  • Working with mental ray materials
  • Polygonal modeling for characters and organic objects
  • Deforming with the Skin tool
  • Setting up lights and cameras
  • Creating realistic effects such as depth of field
  • Working with the Timeline
  • Creating animation cycles
  • Batch rendering
  • Rendering with the mental ray engine
Subject:
3D + Animation
Software:
Maya
Author:
George Maestri

Adding depth of field

Many photographers use depth of field to add interest to a scene. Now what depth of field does is blur certain parts of the scene and leave other parts in focus. And it's a great way to draw interest to certain parts of an image. It's used a lot in photography, so your subject is in focus and the background is blurred. Now we can do the same photographic effect in Maya using several different techniques. Now probably the easiest technique is to use the Depth of Field that's attached to every camera in Maya.

Now this works for both the Maya, Software Renderer and mental ray, but I'm going to use the Maya Software Renderer for this one. So let's take a look at our scene. So we have this basic scene with some cubes and then some cylinders, and then some more cylinders in the background. So if we render, we'll see that everything is sharp and in focus. But let's say we wanted to blur out parts of the image and only leave other parts in focus. We can do that using Depth of Field. So we find it in our camera.

So we go to View > Camera Attribute Editor in the window of our camera and if we do that, you can scroll down here, and you'll find a Depth of Field setting, great! So if I turn this on, it works, but we need to set some parameters. This first parameter is probably the most important. It's called Focus Distance, and that is where in the scene are we focusing. On what object, but more specifically at which distance from the camera are we focusing.

Okay, the next one is F Stop, and anybody familiar with photography knows that F Stop is basically how open or closed the lens is. So the more open the lens, the lower the F Stop, and the lower the F Stop, the more Depth of Field. So the more you close down the lens, the closer it gets to becoming a pinhole camera and the more infinite focus you get. So higher F Stops, sharper images, better focus. Lower F Stop, more Depth of Field, blurrier backgrounds, okay? Now the third one is just a Maya parameter, and this is Focus Region Scale and basically what it does is it amplifies or reduces the effect.

So if I bring this number large, it basically amplifies the amount of focus I have in the scene. So higher numbers mean more focus, less blurring. Lower numbers, less focus, more blurring, okay. So let's go ahead and just play with some of these parameters. The first thing we need to do is figure out where the heck in the scene are we focusing. So what we need to do is come up with a number that tells where in the scene we're focusing. Well, first of all let's take a look at our scene and say well, where in this scene do we want to focus? Well, let's go ahead and focus in the middle here.

Let's focus on this red cylinder. Now if I look the scene from the top, you could see that well, I've got my cameras here and my cylinders here. Well, I see I can put a ruler up to the screen. How do I measure this? Well, there's actually a very easy way to measure this in Maya, where you don't have to do much math at all except remember a number, and that is using what's called the Heads Up Display. So all we have to do is bring our viewport forward, and then under Display we have something called the Heads Up Display, and what this does is it actually allows you to turn on or off basically any one of these parameters.

So, for example, right now, we can see the name of the camera, which is Camera1, we can see the View Axis right here, and we can see some other stuff. But what I want to turn on is Object Details, and when I do that it brings up all of this information about my object. So whatever object I select, it tells me-- probably the most important one is how far away from the camera it is. So Distance from Samera, this thing is 57 units away from the camera.

This cube is only 30.9 units away. This red cylinder is 41 units away, so that's the number we need is 41. So I'm going to go back into my Camera Attribute Editor and in Focus Distance I'm just going to type that number, 41 and if I want to get real accurate, I can do 41.048, so I can make it exactly the right number. So when I do that, it's going to be exactly focused on the center of that cylinder, wherever the pivot point of that cylinder is.

So now that I have these numbers, let's do a quick render and see what we get. Not bad! Okay, so this is in focus, this is out of focus, and the stuff towards the back is gradually out of focus. So we can also play with some of the parameters. So, for example, if we take our F Stop, and let's go ahead and make it much bigger. Let's go ahead up to say something like 16. When we do that, you can see that well, more things are in focus. Because again, higher F Stops, better focus.

Well, let's do the opposite. Let's bring this down, so probably the biggest widest lens you can buy is a 1.2. So let's go F Stop of 1.2, open the lens as wide as possible. Now also notice that this takes longer to render, because you have more blurring and has more stuff to calculate. So again, you're getting a lot more blurring here. So let's go ahead and just put this towards a middle number. Let's say F8. That gave me a little bit of blur. Now what we can do is we can also play with this Focus Region Scale. So if we brought it down to say .25, so going from 1 to .25 should quadruple the amount of blurring or basically reduce the focus area by a fourth and again we get more blurring.

So if we bring this up, let's say we'll bring it up to 4. So again, we're now expanding that so we have more stuff in focus and you can see, well, we get very little blurring around the edges here and most of it is in focus. So this is probably the easiest way to get depth of field and it works in both the Maya Software Renderer and mental ray. Now there are more sophisticated ways to get Depth of Field using mental ray, but for just the basic down and dirty depth of field, this is a great way to work.

Find answers to the most frequently asked questions about Maya 2011 Essential Training.


Expand all | Collapse all
Please wait...
Q: The Chapter 2 exercise file dog_reference.mb appears blank when opened in Maya. I can't see the dog image. What do I do?
A: Make sure you are working with the most current version of the exercise files for this course from the lynda.com site. Try downloading the files again. If the image still doesn't appear, make sure the project folder is set to the matching (Chap02) folder in the exercise files.
 
Also check to make sure you have "hardware texturing" enabled under the viewport's Shading menu.
Share a link to this course
Please wait... Please wait...
Upgrade to get access to exercise files.

Exercise files video

How to use exercise files.

Learn by watching, listening, and doing, Exercise files are the same files the author uses in the course, so you can download them and follow along Premium memberships include access to all exercise files in the library.
Upgrade now


Exercise files

Exercise files video

How to use exercise files.

For additional information on downloading and using exercise files, watch our instructional video or read the instructions in the FAQ.

This course includes free exercise files, so you can practice while you watch the course. To access all the exercise files in our library, become a Premium Member.

Upgrade now

Are you sure you want to mark all the videos in this course as unwatched?

This will not affect your course history, your reports, or your certificates of completion for this course.


Mark all as unwatched Cancel

Congratulations

You have completed Maya 2011 Essential Training.

Return to your organization's learning portal to continue training, or close this page.


OK
Become a member to add this course to a playlist

Join today and get unlimited access to the entire library of video courses—and create as many playlists as you like.

Get started

Already a member?

Become a member to like this course.

Join today and get unlimited access to the entire library of video courses.

Get started

Already a member?

Exercise files

Learn by watching, listening, and doing! Exercise files are the same files the author uses in the course, so you can download them and follow along. Exercise files are available with all Premium memberships. Learn more

Get started

Already a Premium member?

Exercise files video

How to use exercise files.

Ask a question

Thanks for contacting us.
You’ll hear from our Customer Service team within 24 hours.

Please enter the text shown below:

The classic layout automatically defaults to the latest Flash Player.

To choose a different player, hold the cursor over your name at the top right of any lynda.com page and choose Site preferencesfrom the dropdown menu.

Continue to classic layout Stay on new layout
Welcome to the redesigned course page.

We’ve moved some things around, and now you can



Exercise files

Access exercise files from a button right under the course name.

Mark videos as unwatched

Remove icons showing you already watched videos if you want to start over.

Control your viewing experience

Make the video wide, narrow, full-screen, or pop the player out of the page into its own window.

Interactive transcripts

Click on text in the transcript to jump to that spot in the video. As the video plays, the relevant spot in the transcript will be highlighted.

Thanks for signing up.

We’ll send you a confirmation email shortly.


Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked