Hi,
I am desperatly trying to blur everything except everything between
lets say 10 - 100 m distance.
however, this is not working, since I only can set the distance and it appears to be just a single position and not a range.
Since there is no Start-End Option in the Camera, is there any other way to achieve this?
Depth of field increases with depth⊠blurring the midground but not the background is not in any sense of the word depth of field. What you actually want to do is render multiple layers- fore, mid, back- and blur the mid layer in your compositor
I think what OP wants is the opposite of this, he/she wants to blur the midground.
I speak as a photographer here, and i also teach about it. I could only say that in theory (depends on your focal length, aperture, sensor size and focus distance), it is possible, but it depends on how wide/far you want your depth of field is, because starting at certain range, youâll achieve what is called hyperfocal distance, where everything behind the focus point is (visually) in focus, because the CoC (circle of confusion / the minimum blur radius one could perceive as a sharp/focused image) is also getting smaller because of the perspective.
hope that helps.
By default, Blender only show the focus point/distance, but using an addons, you can visualize the actual DoF (hereâs Iâm using photographer addons)
Something that I find very useful is to take my 35mm [digital] camera with a real lens, walk outside and point it at something, then try to achieve the effect that Iâm looking for. Notice what camera settings do that. You can also quickly fiddle with various options.
Blender will simulate the same thing very well, but sometimes the fastest thing to do is to literally âlookâ using a real device. (Note that âyour phoneâs digital zoomâ wonât be the same.)
Agreed! Thatâs why i wrote âas a photographerâ, in theory, it is possible, but in practice, not really, because real cameras always have some limitations, especially if the photorealistic image is one of the targets of the final render.
On the other hand, if i wrote âas a 3D artistâ, then, just do it! Almost everything is possible, your only limitation is the floating point precision of the camera settingđ
So basicly, Blender is emulating a real cameras DOF functionality.
SInce it is digital, non real world, we are making pictures in, wouldnât it be usefull
to have more options here.
Like really just say⊠everything between X and Y is blurred Amount of Z âŠ
Using Blender (Cycles) camera? i donât think itâs possible, as the blur amount isnât uniform between X and Y, at which point is the blur amount of Z applied? I guess compositing is the solution if you want the blur amount to be uniform, maybe it is possible with EEVEE camera, as it has this parameter
But Iâm not sure if it works as a multiplier or not.
Yeah,
well⊠I did. However. It is always a good amount of time spent to do this âŠ
I would like to have results on render since it is ⊠quicker. I want to try out different settings and soâŠ
Yeah, I know what youâre talking about, trying to get as much as you can from Blender without using any 3rd party apps., and thatâs good. I tried doing the same thing with blurring only some specific areas in Blender by invoking using other apps, but couldnât and eventually got away with that using Paintâs net blur paint brush tool.
Itâs up to you anyway. I just mean why make a mountain out of a molehill if you could just use some other ways to achieve your result? Just thinking out loud.
The solution is to make a material that outputs the distance of each object in your scene relative to the camera. Knowing that distance, you can render a mask with the min and max thresholds of your choice.
Hereâs how to do it:
In your scene, append the material in the blend file I included below. Use that material in the Override panel. This material outputs black if the distance of an object from the camera is between two values, white otherwise. Donât forget to set the World background to white if you donât want it to be blurred. Before rendering, type the location coordinates of the camera where it says âLocation of cameraâ.
Render and save the result. You will see that parts of the scene are white, while others are black.
In the compositor, take what you just rendered and use it as a mask. Black means no blur and white means full blur.