Depth of Field.


#1

Hi,

I know this is partly explained in another thread but I didn’t quite understand.

I have a sequence made up in z space (different images to create fake 3d)

As the camera travels through the scene I would like to have the Depth of Field done for me.

(at the moment I animate blur on every layer as it moves closer to the camera)

Is there any easier way of doing this, currently I am animating 60 different operators, which is a little time consuming.

It spoke in a thread that you can use a 3d post operator. Is this only for images rendered in a 3d app?

Any help would be a relief on my poor 2d brain!!!

Thanks


#2

You need an rpf sequence out of 3dsmax or render out the RGB image and a zdepth sequence from any other 3d software.
In combustion 4 there is a operator “g-bufferbuilder”. You can combine a RGB image with lots of other channels like zdepth, velocity… to a “virtual rpf”
After that apply a 3D Depth of Field operator.
If your composite camera is moving in Z, you can also use an expression via quicklink and connect the blur radius of each layer with the Z position of the camera, but keep in mind that box or gaussian blur does not look like a real defocus effect. For a real defocus effect with blooming… you will need a 3rd party plugin.


#3

I normally animate cameras using a Null object. To create the DOF I must linki the Blur op to the Z position of the Null ?


#4

yes that should work also. But often you have to devide the expression by 50 for example to get the right value for the blur radius. If the camera is moving in negative Z space some math like ()*-1 is useful to get it to work.


#5

Since you are using “fake 3D”, though technically anything using 3 axis is 3D, why not use fake dof like you are, but drive it using expressions. Like this post at Creative Cow or this one.

-Eric


#6

Thanks for the links, and for everyones advice.

I would usually do it manually (I have been doing this way for a long time) but on this project I have over 150 layers (a little time consuming when it comes to animating blurs!!)

So be prepared for more questions!!!


#7

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