I understand how to use the physical camera depth of field, but how do you override your camera depth of field to make your scene look like a tiny-town without scaling down the scene? Thanks!
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I'm not a 100% sure on this but you might try playing with the vertical tilt/shift on the physical camera to alter the angle of the plane at which your focus DOF works. As i understand it in real world term it's this effect from tilt-shift lenses that creates the miniature look.
There's an article here about half way down that describes how miniturisation occurs in photography. http://cow.mooh.org/projects/tiltshi...oesitwork.html
As i said, i'm not sure if the same will work with the vray physical cam though. Let us know if it does work!Last edited by mattclayton; 24-06-2015, 04:05 AM.
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I don't think you can pull off the same effect with the v-ray camera as you can with a physical tilt-shift lens setup. The Vray camera has no way to tilt the lens. Instead, it can only tilt the vertical plane of the camera. This is something I've wished for is to have a camera that works just like a view camera where you can tilt both lens and camera plane separately on both axis.David Anderson
www.DavidAnderson.tv
Software:
Windows 10 Pro
3ds Max 2024.2.1 Update
V-Ray GPU 6 Update 2.1
Hardware:
Puget Systems TRX40 EATX
AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
2X NVIDIA GeForce RTX 3090
128GB RAM
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NeilG, I tried enlarging the aperture to achieve that, down to 0.025 for my scene. The camera's focus range planes show up, but they don't seem to have an effect. (I can get DOF working fine when using a real world aperture and short distances, though, so I'm not forgetting to turn DOF on). I'm getting considerable noise when using that large of an aperture.
Adjusting vertical tilt of VRPhysicalCamera doesn't appear to have an impact on DOF; Streetwise is correct.
Unless anyone else has an idea, I think I'm going to try scaling down the scene (hopefully as an xref?) and treating the scene as a tiny model to get the effect.
EDIT: Oh well, you can't reference a scene with a scale factor. If you use the Rescale World Units under Utilities, looks like it works well for most things, except Forest Pro... will need to figure that out.Last edited by scottwadd; 30-06-2015, 02:01 PM.
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Originally posted by scottwadd View PostStreetwise, you're in Bemus Point? No way! I worked at the Lenhart Hotel many years ago.David Anderson
www.DavidAnderson.tv
Software:
Windows 10 Pro
3ds Max 2024.2.1 Update
V-Ray GPU 6 Update 2.1
Hardware:
Puget Systems TRX40 EATX
AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
2X NVIDIA GeForce RTX 3090
128GB RAM
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Originally posted by scottwadd View Post
Adjusting vertical tilt of VRPhysicalCamera doesn't appear to have an impact on DOF;David Anderson
www.DavidAnderson.tv
Software:
Windows 10 Pro
3ds Max 2024.2.1 Update
V-Ray GPU 6 Update 2.1
Hardware:
Puget Systems TRX40 EATX
AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
2X NVIDIA GeForce RTX 3090
128GB RAM
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Originally posted by scottwadd View PostI understand how to use the physical camera depth of field, but how do you override your camera depth of field to make your scene look like a tiny-town without scaling down the scene? Thanks!Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090 X2
- ​Windows 11 Pro
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Originally posted by scottwadd View PostNeilG, I tried enlarging the aperture to achieve that, down to 0.025 for my scene. The camera's focus range planes show up, but they don't seem to have an effect. I'm getting considerable noise when using that large of an aperture.
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Neilg: I'm getting noise but there's no depth of field. Making the aperature that big effects the camera's focus planes in the viewport, but stuff outside of them don't seem to blur. Using a 1.0 aperature, and a small scene, stuff outside the planes is blurred as you'd expect.
Bobby: I tried the lens blur tool with a Z-buffer depth mask. Pretty cool! I like that you can just click different parts of the image and instantly change focus. The tilt-shift feature is nice too, although it doesn't let you use a depth mask that I can see. The issue I have with the depth mask is that it seems to create sharp edges on objects of different depths, when it would be blurred in real life or with vray. Is that a limitation or is there a work around?Last edited by scottwadd; 01-07-2015, 11:04 AM.
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Scott, you tried using a smaller radius of 0.025 and got nothing? You need to go larger on the dof value to get more of an effect.
Sorry, let me qualify that. Try using the depth of field in the render dialog rather than the physical camera one. Rather than using f numbers, this uses something more like a depth of field radius value, larger numbers will make the blur radius wider and you'll get a heavier effect. Try something nuts. The only caveat is that you'll have to use much higher max AA values to smooth out the extra sampling.Last edited by joconnell; 01-07-2015, 10:04 AM.
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Okay, I got it! Using the DOF controls in the render settings was the right way to go, as suggested, using very large aperture (5'-0" for my scene), but the thing I was missing is that this only works with a perspective or standard camera--a vray physical cam doesn't work (even when DOF settings are unchecked). Thanks for the help.
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