riv's ultra-wimpy fake dof method


(rivenwanderer) #1

http://www.thewanderer.barrysworld.net/fakedof.jpg

How? Easy. Render the image plain, put it in Gimp and gaussian blur it. Then go back to the file and add a fog. Use the blurred image as the texture. Now you can use the fog to make things that are farther away be more blurred.

It doesn’t have any advantages over the “real” ways of faking dof {motion blur, plugin, etc}… it’s just another way of doing things. More of a postprocessing technique than a rendering method, really.


(wewa_juicyb) #2

wow, never really thought of doing it that way… Too bad it’s quite impossible to animate right…
Adues,
WeWa


(SatoriGFX) #3

This method:

http://freespace.virgin.net/garry.c/E3DWEB/depth.htm

is another interesting way to do it as well.

SatoriGFX.


(sten) #4

On 2002-03-26 12:36, SatoriGFX wrote:
This method:

http://freespace.virgin.net/garry.c/E3DWEB/depth.htm

is another interesting way to do it as well.

SatoriGFX.

that technique is discussed in the Lighting and Rendering book by Jeremy Birn’s , pages 268-269 and it is called Depth Maps… :slight_smile:

so, if you want more facts , go to this pages in that book :slight_smile: (for your information)

ztonzy


(SatoriGFX) #5

On 2002-03-26 12:56, ztonzy wrote:

[quote]

that technique is discussed in the Lighting and Rendering book by Jeremy Birn’s , pages 268-269 and it is called Depth Maps… :slight_smile:

so, if you want more facts , go to this pages in that book :slight_smile: (for your information)

ztonzy

Thanks ztonzy.

I have Digital Lighting and Rendering. Exceptional book. If you want another great book take a look at Digital Texturing and Painting.

There are a ton of ways to fake DOF from the ones mention in the “Specials” section to using fog to hand masking multiple layers (all duplicates of the original) and blurring them individually etc… Sometimes, I am even able to simply duplicate a layer, blur the bottom one and use a gradient in the mask of the top layer to slowly reveal the layer below. That requires that, for example, all closer objects are located bottom left and all further objects are located top right (just an example, but the objects need to be placed in the image so a gradient is representative of object depth - objects need to be placed from closest to furthest from left to right and/or top to bottom (or the reverse) or some angle in between). Did that make any sense?

SatoriGFX.


(sten) #6

Thanks ztonzy.

I have Digital Lighting and Rendering. Exceptional book. If you want another great book take a look at Digital Texturing and Painting.

yes, actually that book is one of my next book on list to get/buy !! :slight_smile:

ztonzy


(Caronte) #7

This was done some time back by me.

You can see the fantastic article writen by Malefico on this site or go to mi site:
http://www.nicodigital.com
Enter to the tutorials section

(you need Flash to enter)


(stephen2002) #8

that site has one of the worst desings I have ever seen. It takes over your screen, and takes away the task bar. Other than that major interfase issue, it looks really neat.


(SatoriGFX) #9

quote]
On 2002-03-26 15:40, stephen2002 wrote:
that site has one of the worst desings I have ever seen. It takes over your screen, and takes away the task bar. Other than that major interfase issue, it looks really neat.
[/quote]

I have to agree about the way it takes over your screen. The other problem is trying to follow the tutorials. I tried to look at the blur tutorial. It’s 10 pages of single screens. You can’t really work in Blender while you look at the tutorial, you can’t save it to your hard drive and you can’t print it. Not very user friendly.

Sorry Caronte. I know I bugged you about this before. Your site “looks” quite cool but is not very usefull as far as following tutorials goes. I also have a real pet peave about sites that take over the users screen (and effectively their desktop since I have only two choices, look at your page ONLY or don’t look at your page at all) without:

a) asking first

or

b) allowing one to switch to a standard view

SatoriGFX.