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STRAT
04-30-2003, 11:54 AM
Hi guys

im playing with v8.1 DOF.

i have a shopping mall model, and all i want to do is learn basic, effective dof. nothing complicated, just something that'll 'lift' the scene, give it some extra depth.

never used dof before much so i thought i'd give it a bash. does anyone know of any good tuts i can learn from, as the manual is doing my head in.

STRAT
04-30-2003, 12:41 PM
i've got some near range dof, but im finding control of it pretty hard. any tips?

http://www.nikclark.com/strat/uploads/ml1.jpg

sputnikinspace
04-30-2003, 01:30 PM
donno much about the dof in cinema - but its quit easy in Photoshop!!

search google if you wanna know how
/sput

slouchcorp
04-30-2003, 01:31 PM
hey strat,

have alook at http://www.peranders.com/c4d8/

go to tips he has a very detailed DOF tute usinf expresso.

nice pic btw.

Mike.

STRAT
04-30-2003, 01:38 PM
slouchcorp - cheers for that site. unfortunately i'm looking for something other than expresso.

other problem i got is the mall is full of glazed shop fronts and DOF dont like transparencies much

ThirdEye
04-30-2003, 02:05 PM
i'd just use Lenscare by Frischluft software, powerful and fast

squidinc
04-30-2003, 10:19 PM
I'm not sure this kind of scene really needs DOF blurring, it just makes it look small and unrealistic (as I think most photographers would avoid this kind of blurring if it was a real photo), but I don't know what this if for so that may be the desired effect :)

STRAT
05-01-2003, 10:35 AM
squidinc - ur right, but for a different reason i think.

the reason DOF doesn't suit this model is because 50% of the model is transparancies and reflections. the dof testing i've been doing shows the mesh dofs out nicely between the glass, but because the glass doesn't dof it looks screwed.

kiwi
05-01-2003, 12:18 PM
Nice :thumbsup:



I would probably make an alpha for the back wall and add just a smidgeon of g blur as I agree with Squid I dont think it needs much in the way of DOF :)



If you have Praline another way is to use the Bhodinut fog in a cube and use the render as depth channel for PS.



Stu.

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