Vray Camera Depth of Field and Motion Blur Tutorial
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Vray Camera Depth of Field and Motion Blur Tutorial
Vray Camera Depth of Field and Motion Blur Tutorial
Inspired by the movie Fantastic 4 ( Rise of the Silver Surfer), rich with all motion blur and depth of field effects. I was fascinated to recreate and render a scene having those features. And this samples is now what im bringing you, simplifying vray camera depth of field and motion blur.
Before I go so far, I wish to provide a diffirence between motion blur and depth of field. Although its just a simple term, I just want to give some insights for the sake of the tutorial.
Let us examine an image without depth of field and motion blur. Its nice but something is missing in the composition - the action and depths
Depth of Field-
The Depth-of-Field effect simulates the natural blurring of foreground and background scene elements when viewed through a camera lens. Depth of Field works by separating the scene in Z order into foreground, background, and in-focus images. The foreground and background images are then blurred according to the values set in the Depth of Field effect parameters and the final image is composited from the processed originals.
Suppose there are two or three objects, one on the foreground, at the middle and on the background. The moment you focused your vision on one of the objects say on the foreground, the other will then become blurred - this is what we called the depth of field.
Cameras can generate depth-of-field effects. Depth of field is a multi-pass effect. You turn it on in the Parameters rollout for cameras. Depth of field simulates a camera's depth of field by blurring areas of the frame at a distance from the camera's focal point . It can be attained at any given time at any given point.
If you want to follow the tutorial, you can download the scene / model on this linkmax2009_scenefile
max8_scenefile[/color]
In order to have the missile smoke trails you must have an Afterburn Plugins. Visit this site for more info about the plug-ins ]AFTERBURN . If you havent this one you might wait for my fire trails tutorials for soon to be here. After you open the file, adjust the time slider to frame 66. The image will look like this.
To activate the missile fire trails, press 8 ( environment and effects). Go to atmosphere and select Afterburn and Afterburn Renderer. Then adjust parameters below. Be sure to have your Afterburn pluginns installed
Making some test render will give you an image with no depth of field composition. Now let us activate Depth of Field and focus to Silver Surfer. Select the normal camera on the scene and adjust the parameters as shown below.
-Enabled Multi-Pass Effect
-Select depth of Field
-Target Distance at about 3.5m to 4.0 m
-On depth of Field parameters activate us Target Distance
-Activate Display Passes
Then on Environment and Effects (F10), go to effects and select Depth of Field and adjust parameters same below and make some test render.
If you want to focus on helicopter ( Sorry i forgot to include the helicopter pilot on the scene), adjust camera target distance at about 40.0m-42.0 m. Then make a test render. this will give you an image the same as below
This now conclude the normal camera depth of Field. Next is the Normal Camera Motion Blur
NOTE: FOR CONTINUATION
Inspired by the movie Fantastic 4 ( Rise of the Silver Surfer), rich with all motion blur and depth of field effects. I was fascinated to recreate and render a scene having those features. And this samples is now what im bringing you, simplifying vray camera depth of field and motion blur.
Before I go so far, I wish to provide a diffirence between motion blur and depth of field. Although its just a simple term, I just want to give some insights for the sake of the tutorial.
Let us examine an image without depth of field and motion blur. Its nice but something is missing in the composition - the action and depths
Depth of Field-
The Depth-of-Field effect simulates the natural blurring of foreground and background scene elements when viewed through a camera lens. Depth of Field works by separating the scene in Z order into foreground, background, and in-focus images. The foreground and background images are then blurred according to the values set in the Depth of Field effect parameters and the final image is composited from the processed originals.
Suppose there are two or three objects, one on the foreground, at the middle and on the background. The moment you focused your vision on one of the objects say on the foreground, the other will then become blurred - this is what we called the depth of field.
Cameras can generate depth-of-field effects. Depth of field is a multi-pass effect. You turn it on in the Parameters rollout for cameras. Depth of field simulates a camera's depth of field by blurring areas of the frame at a distance from the camera's focal point . It can be attained at any given time at any given point.
If you want to follow the tutorial, you can download the scene / model on this linkmax2009_scenefile
max8_scenefile[/color]
In order to have the missile smoke trails you must have an Afterburn Plugins. Visit this site for more info about the plug-ins ]AFTERBURN . If you havent this one you might wait for my fire trails tutorials for soon to be here. After you open the file, adjust the time slider to frame 66. The image will look like this.
To activate the missile fire trails, press 8 ( environment and effects). Go to atmosphere and select Afterburn and Afterburn Renderer. Then adjust parameters below. Be sure to have your Afterburn pluginns installed
Making some test render will give you an image with no depth of field composition. Now let us activate Depth of Field and focus to Silver Surfer. Select the normal camera on the scene and adjust the parameters as shown below.
-Enabled Multi-Pass Effect
-Select depth of Field
-Target Distance at about 3.5m to 4.0 m
-On depth of Field parameters activate us Target Distance
-Activate Display Passes
Then on Environment and Effects (F10), go to effects and select Depth of Field and adjust parameters same below and make some test render.
If you want to focus on helicopter ( Sorry i forgot to include the helicopter pilot on the scene), adjust camera target distance at about 40.0m-42.0 m. Then make a test render. this will give you an image the same as below
This now conclude the normal camera depth of Field. Next is the Normal Camera Motion Blur
NOTE: FOR CONTINUATION
render master- Game Master
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Registration date : 27/09/2008
Re: Vray Camera Depth of Field and Motion Blur Tutorial
reserved for tutorial continuation 1
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
Re: Vray Camera Depth of Field and Motion Blur Tutorial
reserved for tutorial continuation 2
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
Re: Vray Camera Depth of Field and Motion Blur Tutorial
reserved for tutorial continuation 3
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
Re: Vray Camera Depth of Field and Motion Blur Tutorial
ayan na c master ronel hehehe humahataw na naman good job master salamat sa tips
Re: Vray Camera Depth of Field and Motion Blur Tutorial
huwaw.... san na ung libro mo??? di ko pa makita sa national bukstor!!! astig ka talaga sir master ronel
Re: Vray Camera Depth of Field and Motion Blur Tutorial
nandito na ang isang pang may ginintuang puso! mabuhay ka bossing ronel!
Re: Vray Camera Depth of Field and Motion Blur Tutorial
Welcome aboard Sir Ronel.....
Thanks for sharing...
Thanks for sharing...
Re: Vray Camera Depth of Field and Motion Blur Tutorial
thanks a lot.... di pa nag kompleto yan heheheheh to be continue kase normal camera pa lang yan... ala pa iyong core of the tutorials..edosayla wrote:ayan na c master ronel hehehe humahataw na naman good job master salamat sa tips
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
Re: Vray Camera Depth of Field and Motion Blur Tutorial
nagpalit na nag ako username, nakilala nyo pa, hehehe.... may name pala iyong first image.... anyway pa welcome back iyan. More to come.bokkins wrote:thanks bro! Onel is in the house!
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
Re: Vray Camera Depth of Field and Motion Blur Tutorial
ERICK wrote:huwaw.... san na ung libro mo??? di ko pa makita sa national bukstor!!! astig ka talaga sir master ronel
ala pa sir, preparing pa for printing. dami pa requirement and take notes 3 books to watch out ..
-3D max Deep Horizon Volume 1
-3D Max Deep Horizon Volume 2
-Simplifying Vray Handbook
sa ngayon ang puede ko maishare iyong Vray Manual ( latest-updated version) derived from its original source na kinompile ko as one including the some basic tutorials and samples.
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
Re: Vray Camera Depth of Field and Motion Blur Tutorial
render master wrote:ERICK wrote:huwaw.... san na ung libro mo??? di ko pa makita sa national bukstor!!! astig ka talaga sir master ronel
ala pa sir, preparing pa for printing. dami pa requirement and take notes 3 books to watch out ..
-3D max Deep Horizon Volume 1
-3D Max Deep Horizon Volume 2
-Simplifying Vray Handbook
sa ngayon ang puede ko maishare iyong Vray Manual ( latest-updated version) derived from its original source na kinompile ko as one including the some basic tutorials and samples.
sayang.. kung mayaman lang ako, ako na nagpublish nyan.. kakainip...
Re: Vray Camera Depth of Field and Motion Blur Tutorial
very good tutorials Ronel. still generous as always.. o sya, sponsor mo yung competition natin ha..
zildjian- D' Executioner
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Location : dunkin' doha
Registration date : 18/09/2008
Re: Vray Camera Depth of Field and Motion Blur Tutorial
zildjian wrote:very good tutorials Ronel. still generous as always.. o sya, sponsor mo yung competition natin ha..
salamat sir...
oo ba anytime, naka reserved pa nga iyong prize sa napending na competition before.
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
Re: Vray Camera Depth of Field and Motion Blur Tutorial
sir ronel pde po mlman kung anu ung mga title ng libro bout this ? or 3ds max tutorial sa libro ? anu po name ?
ben_ARKHIKULTURA- CGP Newbie
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Age : 35
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Registration date : 11/10/2008
Re: Vray Camera Depth of Field and Motion Blur Tutorial
ben_ARKHIKULTURA wrote:sir ronel pde po mlman kung anu ung mga title ng libro bout this ? or 3ds max tutorial sa libro ? anu po name ?
3D Max Deep Horizon Volume 1 - an introduction to particles and reactors
3D Max Deep Horizon Volume 2 - all about character rigging and animation
Simplifying Vray Handbook
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
Re: Vray Camera Depth of Field and Motion Blur Tutorial
hanep ka talaga dre! kita kitz na lang tayo next week.
archrene- CGP Newbie
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Location : ex-CGP Riyadh
Registration date : 18/11/2008
Re: Vray Camera Depth of Field and Motion Blur Tutorial
First, I'd like to say that I give you thumbs up for effort. There is no right or wrong way in Max as there will always be a million ways to do the same thing.
But since I am all for truth and prosperity, allow me to correct some misinformations.
Camera pass effects are not Vray effects. Camera pass effects like MB and DOF are hacks for instant viewport previews (not that you cannot use them for your renders). Its a simplified trick that simply merge renders from cameras that are translated in space. Multipass dof happens because the camera is rotated from the target axis in equal divisions (circular) and the resulting renders are mixed together. MB on the other hand mixes the previous and the succesive frames together. So if you have a fast moving object and the frame samplings are low - you will see objects lined up together like a firing squad.
Effects perse, in maxspeak are basically 2D algorithms applied to the final image right after the rendering, That's the reason why you see the effect progress bar the last. Which means - its 2D and they do not have a place in your renderings if you are aiming for coolness. They are only good for quick pogi points.
Do you guys notice the black halos after applying the effect? That happens because max is simply nudging the rendered pixels a few dots around. 2D effects like the MB and the DOF cannot handle object alphas perfectly. Try MBing a fast object past the cam's Z axix...
Now to correct the misconception. Vray handles MB and DOF perfectly at the expense of time and RAM. Two ways to control that - its in the camera parameters if you use the Physical Cam, Its in the Camera rollout of the render parameters if you are using standard cams.
I hope I have set the record straight.
But since I am all for truth and prosperity, allow me to correct some misinformations.
Camera pass effects are not Vray effects. Camera pass effects like MB and DOF are hacks for instant viewport previews (not that you cannot use them for your renders). Its a simplified trick that simply merge renders from cameras that are translated in space. Multipass dof happens because the camera is rotated from the target axis in equal divisions (circular) and the resulting renders are mixed together. MB on the other hand mixes the previous and the succesive frames together. So if you have a fast moving object and the frame samplings are low - you will see objects lined up together like a firing squad.
Effects perse, in maxspeak are basically 2D algorithms applied to the final image right after the rendering, That's the reason why you see the effect progress bar the last. Which means - its 2D and they do not have a place in your renderings if you are aiming for coolness. They are only good for quick pogi points.
Do you guys notice the black halos after applying the effect? That happens because max is simply nudging the rendered pixels a few dots around. 2D effects like the MB and the DOF cannot handle object alphas perfectly. Try MBing a fast object past the cam's Z axix...
Now to correct the misconception. Vray handles MB and DOF perfectly at the expense of time and RAM. Two ways to control that - its in the camera parameters if you use the Physical Cam, Its in the Camera rollout of the render parameters if you are using standard cams.
I hope I have set the record straight.
Guest- Guest
Re: Vray Camera Depth of Field and Motion Blur Tutorial
Ok to sir Onel....ikaw pa rin... walang iba... walang kupas... walang sawa...sa pagtulong...InshaAllah dumami pa ang lahi....Galing mo talaga sir...eto ang sayo
tawaqqul- CGP Newbie
- Number of posts : 81
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Registration date : 24/10/2008
Re: Vray Camera Depth of Field and Motion Blur Tutorial
v_wrangler wrote:First, I'd like to say that I give you thumbs up for effort. There is no right or wrong way in Max as there will always be a million ways to do the same thing.
Now to correct the misconception. Vray handles MB and DOF perfectly at the expense of time and RAM. Two ways to control that - its in the camera parameters if you use the Physical Cam, Its in the Camera rollout of the render parameters if you are using standard cams.
I hope I have set the record straight.
Thanks a lot... for informing us..... unfortunately i havent yet post the DOF and MB settings for the tutorials.... im still on the introduction of the normal camera of 3d max, because the continuation is the the vray physical cam setting with regards to the subject matter. sooner the continuation will be posted
cheers.....
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
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