I thought I’d bring this presentation to your attention. It’s the 3rd part of the talk given at the recent Blender conference by Pablo and Dolf. The former two parts are equally interesting but the focus is on lightning.
At about 8:15 they discuss how they make vignettes using textures in the compositor. In fact they compare texture-based vignettes with image-based ones. However, it is not clear from the video how exactly they do that. I’m wondering if any of you guys have an idea of how to create vignettes straight from the compositor using textures.
Hi, just create a blend texture with sphere progression and add it to the compositor with a texture input node, then mix in multiply… that’s all it takes I think.
Thanx for replying but I don’t quite follow. What’s a blend texture? How does one do that? Furthermore, what’s a sphere progression?
In the video they just show a texture node but there is no other information provided, Pablo and Dolf merely discuss its advantages. I tried adding a texture node in the compositor but what do I feed it with? And how do I combine it with e.g. mix/alpha over nodes to get a vignette? Do I have to have an object with a specific texture material in the 3d first? If not what?
Sorry, hope this pic will help you. Create the blend texture but you will not use it in a material, just to feed the compositor through input > texture. And then mix with a color > mix node in multiply.
Ok, got it. Thanx! I didn’t really know about this and it’s always a pleasant surprise to discover more ways of generating a vignette.
I’m curious about how it compares to the distort node or to image-based vignetting in terms of speed.
Another slightly hackish but fast and resolution-independent way to get a vignette was shown by Mike Pan. Feed your image to a Lens Distortion node set to the maximum (don’t check any of the boxes). Connect this to a Blur node, then use a Mix node to multiply the blur node output with your original image.