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  • wip: cheers!

    any tips on how to speed up dof are greatly welcome.
    ( does DR slow down DOF-Calculation? )
    now i use fixed rate sampling and area filter. dof is partly done in ps.



    andre

  • #2
    Hehe, we will always recognize our gaussian blur

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    • #3
      "we" "our" ?? do we have some PS programmers in here?

      all i can say is thats one damned refreshing looking glass of beer there. on a nice summer day like this it hits the spot

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      • #4
        I was just meaning we can easily recognize the PS gaussian blur vs true DOF calculation.
        Don't u ?

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        • #5
          If you want to tweak a DOF on a still (Working with anim under a few conditions).

          - Export you Z on another channel (gray) or by using RPF or RLA (don't forget to use the coverage for edge bluring).
          - Use this gray image as a mask for a blur layer into your prefered comp software or in PS.

          Dirty and quick, as always. Cheers

          By the way, I love your render, but the little beer drops look a bit too crisp for me (IMO).

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          • #6
            If someone would create a PS plugin that uses the Z mask to give the blur radius information, we would have much better faked DOF !

            Because a blurred layer masked on a sharp one makes realy unreal DOF

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            • #7
              ive written a tutorial on that before. at 3dluvr on faking dof with z-buffer

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              MSN addresses are not for newbies or warez users to contact the pros and bug them with
              stupid questions the forum can answer.

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              • #8
                Can't find it :/

                3dluvr search engine is currently off

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                • #9
                  http://www.3dluvr.com/content/article/86

                  it was a basic tut i wrote a while back. basically you load a z-buffer into your images alpha channel then in photoshop under selection choose the alpha channel as the selection and when you use blur with that it will put the blur radius based on the alpha channels values. using your curves you can alter your alpha channel so that you have a focus area where close things would be blured, then a focal range in the middle of the shot then out of focus again in the distance.
                  in my tut i use fog actually rather than z-buffer. basically because the z-buffer is not reflected but fog is.
                  put it this way. put a tiny red sticker on your mirror. focus your eyes to that sticker. everything else in the distance reflected in that mirror wont be in focus. With the z-buffer. the mirror would be the depth of that greyscale and it wont calculate the depth of the objects reflected. Basically my tut tried to address that problem. But like i said its a simplistic tutorial

                  ps dont shoot me!!!! the tut was written in October. and vray was released for beta testing in december

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                  MSN addresses are not for newbies or warez users to contact the pros and bug them with
                  stupid questions the forum can answer.

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                  • #10
                    Nice tut,

                    but again, we can see blurred edges going on sharp ones by transparency...
                    Combining lots of layers attenuates this... but the problem still remains :/

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                    • #11
                      BTW, ur alpha channel isn't used for blur RADIUS, its used for transparency, thats all different.

                      There is no plugin using a mask for the radius itself.
                      I pray for someone to create one, it shouldnt be impossible isn't it ?
                      (It means creating some "procedural" effect layer, where the result depends on what's under the effect layer - this doesn't exists in PS)
                      do u understand what i mean ?

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                      • #12
                        the z-buffer workaround won't blur the droplets on the backside of the glass. i really like the vray dof, but in this particular case it took 8 times as long as without. i´m not sure but i think the image just gets too oversampled, even in places where you won't notice it.

                        the drops: they are the whole point of the exercise. i´m trying to combine procedural maps to get a "refreshing" look.

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                        • #13
                          Could you please explain how you create these drops? It's displacement right? But how do you it? On which surface is the displacement applied to so you can give only the drops a water (beer) material?

                          thanks for any tips

                          flipside
                          Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                          • #14
                            Originally posted by Yadla
                            If someone would create a PS plugin that uses the Z mask to give the blur radius information, we would have much better faked DOF !

                            Because a blurred layer masked on a sharp one makes realy unreal DOF
                            there are a few plugins that create DOF effects with z-buffer data in PS.

                            the best is imo LENSCARE, i can hardly see a difference that would justify the extra rendertime.

                            http://www.frischluft.com/Lenscare/Gallery.html

                            especially look at this:

                            http://www.frischluft.com/gallery/Le...MuscleCar.html


                            is this vray or faked:

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                            • #15
                              is this vray or faked:
                              I would say that the focus points are a little bit wonky (I'm no expert)

                              Since the focal area seems to be the center ship, why
                              would the plank to the left be so sharp when the ship in front of it is out
                              of focus... conversely, the plank directly under the focused ship is
                              defocused some, when one would expect it to be as sharp as the legs.

                              Subtle cues are all that it takes to make the mind think something
                              is not real, imo. Although, there is always a tradeoff between
                              rendertime and deadlines.

                              Being a hobbyist, I can also afford to be a purist.



                              I really like the plank material, as well as the feel of the scene,
                              however =)

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