Camera Blur

Started by Cabooes, February 27, 2017, 05:13:45 pm

Previous topic - Next topic


Hey guys so I've been trying to get some sort of lens blur in my renders but I don't seem to be getting anything. I'm not doing an animation just single frames at the moment. I've looked through out this forum and have only found ways of doing it in photoshop, nuke or after effects but I'd rather do it straight in TG4.

In the camera node , the blur tab I've messed with the settings but nothing seems to happen.



In the Render node you'll see two tick boxes at the bottom of the Quality tab. Motion Blur (enabled by default) and Depth of field. Make sure Depth of Field is ticked and play with the settings in the camera tab.

Ryzen 9 3900X @3.79Ghz, 64Gb (TG4 benchmark 6:20)
i7 5930K @3.5Ghz, 32Gb (TG4 benchmark 13.44)


I am not sure if you tried real world camera lens settings for the depth of field, I never got them to work as (I) expected.
So, first I put quite a large value into the "Aperture diameter in mm" field of the camera. In the example you can see it says
"f/0.3 with 28mm focal length". I have no idea if these values relate to something you would have on a real camera lens.
Anyways, then I try to find a "Focus distance" that somehow gives a visible depth of field in the scene.
To use helper objects in the scene depth (like a few cylinders) gives you a much easier hint of distances
then trying to figure it out in the terrain alone. There is also the measuring tool to help you along.
It is trial and error mostly for me. Important is the 3D viewer to guide you along.
The light brown colour in the viewport indicates where depth of field starts.
The uncoloured part of the viewport is in sharp focus (more or less).
Have a look at the project I provided and play around from there.
I think, there is a good article in the wiki too.

Hope that helps.
cheers, Klaus

/ ASUS WS Mainboard / Dual XEON E5-2640v3 / 64GB RAM / NVIDIA GeForce GTX 1070 TI / Win7 Ultimate


Thanks guys this helped out a lot   :D



Actually it's good to (always) work in real world scale from the beginning. Thus you can exactly determine the distance from the camera to an object. Use reference objects to see what you're doing. Saves you a lot of time.