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Camera (DOF) - recreating an after effects tutorial

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DeanPhillips1991
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Camera (DOF) - recreating an after effects tutorial

#1

Post by DeanPhillips1991 » Mon Oct 07, 2019 2:52 pm

Hey all,

I'm trying to recreate this video

A big part of that is having blur control on the camera, however, in the settings, I can't for the life of me find a way to do this?

Is it possible?

Thanks so much

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Re: Camera (DOF) - recreating an after effects tutorial

#2

Post by Midgardsormr » Mon Oct 07, 2019 4:26 pm

In the Renderer3D node, enable Accumulation Effects (OpenGL Renderer only).

You'll probably need to turn the Quality way up, beyond the cap of the slider. I usually start it at around 20.

In the Camera3D node, spin down Control Visibility and tick Plane of Focus to be able to see a widget for your focus distance.

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Re: Camera (DOF) - recreating an after effects tutorial

#3

Post by DeanPhillips1991 » Tue Oct 08, 2019 3:50 pm

Midgardsormr wrote:
Mon Oct 07, 2019 4:26 pm
In the Renderer3D node, enable Accumulation Effects (OpenGL Renderer only).

You'll probably need to turn the Quality way up, beyond the cap of the slider. I usually start it at around 20.

In the Camera3D node, spin down Control Visibility and tick Plane of Focus to be able to see a widget for your focus distance.

Image
Thanks so much for that - almost managed to get it working.

My MacBook was having a heck of a challenge (I've got the latest 15-inch model with everything upgraded to the max) so wasn't able to do it too well in Fusion.

Ended up having to use After effects, which was really easy/fast. Hopefully, once I get my head around cameras, and use my PC instead for it, I'll be able to use Fusion to do it in the future instead.

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Re: Camera (DOF) - recreating an after effects tutorial

#4

Post by theotheo » Tue Oct 08, 2019 11:57 pm

For single planar surface depth of field effects; just use the variblur and a ramp instead. Faster and cleaner.

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Re: Camera (DOF) - recreating an after effects tutorial

#5

Post by SirEdric » Wed Oct 09, 2019 11:16 am

Now that was fun...:-)
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Re: Camera (DOF) - recreating an after effects tutorial

#6

Post by gez » Sun Oct 13, 2019 3:14 pm

SirEdric wrote:
Wed Oct 09, 2019 11:16 am
Now that was fun...:-)
Neat! It's always nice to see these real-life examples.

I noticed that the quality slider has to be raised quite a lot in order to have a soft, lens-blur-like, effect.
Tried with 20 as Bryan suggested, but it didn't seem enough, so I took it to 100. Did the work, but I noticed some flickering in the rendered frames (some frames got slightly darker for some reason).
Is there an explanation for that? Bug? Some OpenGL issue with my videocard?.

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Re: Camera (DOF) - recreating an after effects tutorial

#7

Post by SirEdric » Sun Oct 13, 2019 9:24 pm

In general I should have scaled the entire scene by a factor of at least 10.
The camera is rather close to the 'paper', leaving not really a lot of space for subtle DoF.
In terms of the flickering....that's odd.
Is it really in the rendering, or do you have Normalize enabled in the view?

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Re: Camera (DOF) - recreating an after effects tutorial

#8

Post by Midgardsormr » Mon Oct 14, 2019 7:32 am

gez wrote:
Sun Oct 13, 2019 3:14 pm
I noticed that the quality slider has to be raised quite a lot in order to have a soft, lens-blur-like, effect.
Tried with 20 as Bryan suggested, but it didn't seem enough, so I took it to 100.
In my screenshot above my Quality slider was set at 70. Shallower effects require more quality. I've gone as high as 120 for particle fireflies, but obviously the rendering the same image 120 times kills the render speed.

If the scene is small, that flicker might be jitter from inaccurate float values.

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Re: Camera (DOF) - recreating an after effects tutorial

#9

Post by gez » Tue Oct 15, 2019 11:50 am

Midgardsormr wrote:
Mon Oct 14, 2019 7:32 am
If the scene is small, that flicker might be jitter from inaccurate float values.
You nailed it. Switched to full floats and no more flickering.
Midgardsormr wrote:
Mon Oct 14, 2019 7:32 am
Shallower effects require more quality. I've gone as high as 120 for particle fireflies, but obviously the rendering the same image 120 times kills the render speed.
Yes, that's what I thought. It seems like this particular example would benefit from using a defocus node on z-depth instead of using accumulation effects.
A single plane makes it easier as you don't get the occlussions that usually make the z-blur approach fail.
For particles, though...

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Re: Camera (DOF) - recreating an after effects tutorial

#10

Post by French_Fry » Tue Oct 15, 2019 1:31 pm

Kind of on topic, but kind of not: what type of trick do the cameras use in Unity or Unreal use to get real-time DOF and motionblur? Seems like both of those at decent quality really kick Fusion in the teeth as far as render times. Curious as to how they approach it, if anyone knows..

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Re: Camera (DOF) - recreating an after effects tutorial

#11

Post by gez » Tue Oct 15, 2019 6:21 pm

French_Fry wrote:
Tue Oct 15, 2019 1:31 pm
Kind of on topic, but kind of not: what type of trick do the cameras use in Unity or Unreal use to get real-time DOF and motionblur? Seems like both of those at decent quality really kick Fusion in the teeth as far as render times. Curious as to how they approach it, if anyone knows..
I'm not 100% sure because I don't use any of them, but from what I've seen from games and other realtime engines (included Blender's new EEVEE) the method seems to be a fast defocus operation driven by screen-space z-depth on the rendered image. Not real DoF, just a "post" effect.
For stuff like the example posted above it works pretty well but it kind of sucks for shallow depth of field where in-focus objects and blurred objects interact.
It's pretty much like Fusion's defocus node, but without a chance of tweaking it in comp to work around the limitations :-D

DoF is an effect that it's pretty dependent on geometry, and a single plate render or a photo are just a bunch of baked emissions, so it's impossible to fill gaps in the circle of confusion if you can't recover what's behind an overlapping object. There are several tricks to mitigate that limitation, but it's all hacks and it's impossible to get it 100% correct with a single image.
Last edited by gez on Wed Oct 16, 2019 11:03 am, edited 1 time in total.

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Re: Camera (DOF) - recreating an after effects tutorial

#12

Post by Midgardsormr » Tue Oct 15, 2019 6:27 pm

There's an article on the process for DoF as it was used in COD4 here:
https://developer.nvidia.com/gpugems/GP ... _ch28.html

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Re: Camera (DOF) - recreating an after effects tutorial

#13

Post by DeanPhillips1991 » Thu Oct 24, 2019 8:41 am

SirEdric wrote:
Wed Oct 09, 2019 11:16 am
Now that was fun...:-)
Damn, this is cool! Love it.

Is there anyway to get a different depth of field/camera blur inside of Fusion.

I'm not loving the one that I see in this, doesn't look as real as after effects (I know this is probably subjective but felt foolish to not say)

:)

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Re: Camera (DOF) - recreating an after effects tutorial

#14

Post by Midgardsormr » Thu Oct 24, 2019 8:58 am

Frischluft LensCare works in Fusion.

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Re: Camera (DOF) - recreating an after effects tutorial

#15

Post by SirEdric » Thu Oct 24, 2019 9:17 am

Scaling the entire scene up and increasing the DoF Quality already helps.
Alternatively a VariBlur might come in handy...:-)
OldTextHighlightDOF_v02.comp
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