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These are the user uploaded subtitles that are being translated: 1 00:00:00,366 --> 00:00:01,166 in this lesson 2 00:00:01,166 --> 00:00:02,900 we're gonna learn about defocus 3 00:00:02,900 --> 00:00:03,866 depth the field blur 4 00:00:03,866 --> 00:00:06,400 Boca and spherical aberration 5 00:00:06,800 --> 00:00:08,133 so here's where we left off 6 00:00:08,133 --> 00:00:09,700 and we're getting really close to 7 00:00:09,700 --> 00:00:12,400 finishing out all of our optical aberrations 8 00:00:12,400 --> 00:00:14,400 so now let's take a look at one of the more common 9 00:00:14,400 --> 00:00:17,400 aberration which is defocus 10 00:00:18,000 --> 00:00:20,666 now defocus is one of those things that's so simple 11 00:00:20,666 --> 00:00:22,766 it barely bears repeating 12 00:00:22,866 --> 00:00:25,700 and that is when we are focusing on a specific 13 00:00:25,700 --> 00:00:27,300 distance from our camera 14 00:00:27,400 --> 00:00:28,966 objects that are further away 15 00:00:28,966 --> 00:00:31,000 and closer will be out of focus 16 00:00:31,166 --> 00:00:33,366 since we're focusing in on this 17 00:00:33,500 --> 00:00:34,800 dessert right here 18 00:00:34,933 --> 00:00:38,300 objects that are further away will begin to defocus 19 00:00:38,300 --> 00:00:39,300 and that is 20 00:00:39,866 --> 00:00:42,600 essentially in any photograph or any footage 21 00:00:43,266 --> 00:00:46,766 now we call this depth of field blur or depth of field 22 00:00:46,766 --> 00:00:48,400 and it's caused uh 23 00:00:48,933 --> 00:00:52,633 partially by how wide your aperture is open 24 00:00:52,700 --> 00:00:54,266 so in most cases 25 00:00:54,266 --> 00:00:56,266 if your aperture is very wide open 26 00:00:56,266 --> 00:00:59,766 say f 2 to f 5.6 27 00:00:59,766 --> 00:01:02,100 you're probably going to get some depth of field blur 28 00:01:02,100 --> 00:01:04,866 however as you close down your aperture 29 00:01:04,900 --> 00:01:07,933 you're going to be extending your depth of field 30 00:01:07,933 --> 00:01:10,066 therefore causing less blur 31 00:01:10,700 --> 00:01:11,666 now there's two more words 32 00:01:11,666 --> 00:01:14,666 we said Boca and sphere collaboration 33 00:01:14,733 --> 00:01:16,600 Boca is the name for these 34 00:01:16,600 --> 00:01:20,800 out of focus shapes that we get inside of our camera 35 00:01:20,933 --> 00:01:24,133 and uh this is a Japanese term defining 36 00:01:24,133 --> 00:01:25,900 how appealing this shape is 37 00:01:25,900 --> 00:01:28,900 so here we can see we have a roughly circular Boca 38 00:01:28,966 --> 00:01:30,000 and it is um 39 00:01:30,000 --> 00:01:31,400 not very interesting 40 00:01:31,866 --> 00:01:33,300 well here in this other photograph 41 00:01:33,300 --> 00:01:36,200 you can see that our Boca is many different sizes 42 00:01:36,200 --> 00:01:37,133 different colors 43 00:01:37,133 --> 00:01:38,133 different shades 44 00:01:38,133 --> 00:01:39,300 different shapes 45 00:01:39,333 --> 00:01:40,933 so on and so forth 46 00:01:40,933 --> 00:01:44,400 uh the Boca also shows you the lens 47 00:01:44,400 --> 00:01:47,566 so here we can see some spherical aberration 48 00:01:47,866 --> 00:01:49,333 or in other words the lens 49 00:01:49,333 --> 00:01:50,800 because it is circular 50 00:01:50,800 --> 00:01:54,733 is not going to be distorting the light 100% correctly 51 00:01:54,733 --> 00:01:56,600 so how does that apply to our depth 52 00:01:56,600 --> 00:01:57,200 the feel blur 53 00:01:57,200 --> 00:01:58,000 or our Boca 54 00:01:58,000 --> 00:01:59,500 well what happens is 55 00:01:59,566 --> 00:02:02,800 either the inside of our Boca gets lighter 56 00:02:02,800 --> 00:02:05,500 and then our edges have a bright ring around them 57 00:02:05,500 --> 00:02:07,433 or the inside is brighter 58 00:02:07,600 --> 00:02:09,000 now physically accurate 59 00:02:09,000 --> 00:02:10,333 or in a perfect system 60 00:02:10,333 --> 00:02:12,900 the inside would be bright and we would have 61 00:02:13,100 --> 00:02:15,966 just a simple Gaussian fall off or just a blur 62 00:02:15,966 --> 00:02:17,066 to the edge 63 00:02:17,100 --> 00:02:18,600 but spherical aberration 64 00:02:18,600 --> 00:02:20,900 often causes these kind of shapes 65 00:02:20,900 --> 00:02:22,800 as well as the chromatic aberration 66 00:02:22,800 --> 00:02:25,466 we can see along the edges of this Boca 67 00:02:26,700 --> 00:02:28,100 now one last look at Boca 68 00:02:28,100 --> 00:02:30,166 showing off some food photography 69 00:02:30,166 --> 00:02:33,433 here we can see an even stronger sphere collaboration 70 00:02:33,466 --> 00:02:35,933 you'll notice the shape in every single piece of Boca 71 00:02:35,933 --> 00:02:37,200 is roughly the same 72 00:02:37,200 --> 00:02:40,400 we have this center here that has a dark ring 73 00:02:40,400 --> 00:02:42,900 uh surrounded by a brighter ring 74 00:02:42,900 --> 00:02:45,300 and inside is a light circle 75 00:02:45,400 --> 00:02:46,566 along with a rainbow 76 00:02:46,566 --> 00:02:49,166 fall off at the bottom of the outer ring 77 00:02:49,266 --> 00:02:50,133 now as you can imagine 78 00:02:50,133 --> 00:02:52,133 this is a complex phenomena 79 00:02:52,133 --> 00:02:54,666 that involves your entire lens 80 00:02:54,666 --> 00:02:56,466 uh to create this effect 81 00:02:57,200 --> 00:02:58,333 so let's jump into nuke 82 00:02:58,333 --> 00:03:00,366 and take a look at one way we can do this 83 00:03:00,366 --> 00:03:02,366 now we're not gonna be able to get as full 84 00:03:02,366 --> 00:03:04,966 featured Boca as we've taken a look at 85 00:03:04,966 --> 00:03:07,233 with our default tools without 86 00:03:07,266 --> 00:03:08,900 an incredible amount of work 87 00:03:08,900 --> 00:03:11,666 so let's take a look at what we can achieve quickly 88 00:03:11,666 --> 00:03:13,766 and then we'll talk briefly about how we 89 00:03:13,766 --> 00:03:15,833 can get that level of detail 90 00:03:16,133 --> 00:03:18,900 so let's actually jump back to the top of our scene 91 00:03:18,933 --> 00:03:20,966 uh remember this 92 00:03:20,966 --> 00:03:24,066 uh no tree is acting as if we are going from the 93 00:03:24,066 --> 00:03:25,833 outside of the lens in 94 00:03:25,866 --> 00:03:27,133 down towards the sensor 95 00:03:27,133 --> 00:03:28,700 which is our final viewer 96 00:03:29,533 --> 00:03:31,066 depth of field is something that happens 97 00:03:31,066 --> 00:03:32,500 outside of our lens 98 00:03:32,533 --> 00:03:34,333 but is affected by our lens 99 00:03:34,333 --> 00:03:37,633 so often placing it inside of our comps is difficult 100 00:03:38,933 --> 00:03:41,200 however what we would like to have to create a 101 00:03:41,200 --> 00:03:43,366 depth of field effect is a foreground 102 00:03:43,366 --> 00:03:45,900 object and a background object separately 103 00:03:45,900 --> 00:03:50,066 separately rendered so that we can have uh a nice 104 00:03:50,666 --> 00:03:52,033 addition of 105 00:03:52,066 --> 00:03:53,733 the foreground over the background 106 00:03:53,733 --> 00:03:57,100 since we are going to be blurring various parts of both 107 00:03:57,466 --> 00:03:58,800 so inside of our foreground 108 00:03:58,800 --> 00:04:00,300 since we do have a 3D render 109 00:04:00,300 --> 00:04:02,566 we have a Z depth pass 110 00:04:02,666 --> 00:04:04,766 now if you wanna add depth of feel to a 111 00:04:04,766 --> 00:04:06,000 real life piece of footage 112 00:04:06,000 --> 00:04:08,966 it's gonna be a much more involved process 113 00:04:09,000 --> 00:04:11,566 usually because there already is some depth to feel 114 00:04:11,566 --> 00:04:13,300 blur available 115 00:04:13,300 --> 00:04:16,300 and creating a depth pass from real footage is time 116 00:04:16,300 --> 00:04:17,866 consuming to say the least 117 00:04:18,366 --> 00:04:19,800 so here if we drop down our channels 118 00:04:19,800 --> 00:04:21,600 we can see we have our Cam Z 119 00:04:21,600 --> 00:04:23,766 now this looks like just a blank or a 120 00:04:23,766 --> 00:04:25,000 full red channel 121 00:04:25,000 --> 00:04:26,866 but if we dial back our viewer 122 00:04:26,866 --> 00:04:29,800 we can see that there actually is data here 123 00:04:29,800 --> 00:04:31,366 and this is just a simple 124 00:04:31,366 --> 00:04:33,900 um depth pass from Maya 125 00:04:34,900 --> 00:04:35,800 so to use this 126 00:04:35,800 --> 00:04:37,733 we can add in a Z blur note 127 00:04:37,733 --> 00:04:40,033 so I'm gonna hit tab and drop in Z blur 128 00:04:40,866 --> 00:04:42,300 and plug this in between 129 00:04:42,300 --> 00:04:44,466 our foreground and our foreground 130 00:04:44,533 --> 00:04:46,433 uh over background merge 131 00:04:46,733 --> 00:04:49,666 let's now take a look at this Z blur node 132 00:04:49,666 --> 00:04:51,633 and let's jump back to our RGBA 133 00:04:52,000 --> 00:04:53,166 of course we have uh 134 00:04:53,166 --> 00:04:54,566 many lessons on this node 135 00:04:54,566 --> 00:04:57,300 as it's a pretty useful node for creating this effect 136 00:04:57,666 --> 00:05:00,666 for now let's just jump into our focal plane setup 137 00:05:00,866 --> 00:05:03,333 and if we take a look at our Camz 138 00:05:03,333 --> 00:05:06,100 we can decide what value we wanna start at 139 00:05:06,133 --> 00:05:07,966 so looking at the red channel 140 00:05:07,966 --> 00:05:11,466 looks like 19 is around where we wanna start focusing 141 00:05:11,533 --> 00:05:14,566 so let's set our focal plane for nineteen 142 00:05:15,400 --> 00:05:18,666 and then we can begin increasing our depth of field 143 00:05:19,400 --> 00:05:21,666 now we do need to set the depth channel 144 00:05:21,666 --> 00:05:23,866 normally nuke defaults to the depth Z 145 00:05:23,866 --> 00:05:26,066 however ours is in a different place 146 00:05:26,066 --> 00:05:28,166 it's in this Cam Z depth 147 00:05:28,166 --> 00:05:29,800 so we'll drop it down to that 148 00:05:29,800 --> 00:05:31,900 that will give us exactly what we're looking for 149 00:05:31,900 --> 00:05:34,266 so here we set the focal plane 150 00:05:34,500 --> 00:05:36,166 and now let's increase the depth of field 151 00:05:36,166 --> 00:05:39,100 because we do not want most of this image to be blurred 152 00:05:39,533 --> 00:05:42,066 so now let's take a look at our result by turning off 153 00:05:42,066 --> 00:05:43,700 our focal plane setup 154 00:05:43,800 --> 00:05:46,066 now this is gonna be a little bit difficult to see 155 00:05:46,066 --> 00:05:47,666 so let's take a look at this 156 00:05:47,666 --> 00:05:49,366 uh in our merge 157 00:05:49,366 --> 00:05:51,166 and we can see a few problems 158 00:05:51,966 --> 00:05:55,333 so the first problem is we have a Halo around our edge 159 00:05:55,333 --> 00:05:57,666 and this is because it's trying to depth the fuel blur 160 00:05:57,666 --> 00:05:59,366 around essentially nothing 161 00:05:59,366 --> 00:06:01,200 so we're gonna need to either extend our 162 00:06:01,200 --> 00:06:03,466 edge out or figure out how to fix this 163 00:06:03,700 --> 00:06:05,933 but uh more worrying is that 164 00:06:05,933 --> 00:06:07,666 our alpha channel is being degraded 165 00:06:07,666 --> 00:06:09,266 and we have this strange Halo 166 00:06:09,266 --> 00:06:11,400 around almost our entire object 167 00:06:11,700 --> 00:06:13,266 and it looks almost like a light wrap 168 00:06:13,266 --> 00:06:15,966 but I'd really like to figure out why this is happening 169 00:06:15,966 --> 00:06:17,900 so let's take a look at the alpha channel 170 00:06:17,900 --> 00:06:19,400 so if we go into our Z blur 171 00:06:19,400 --> 00:06:20,866 and go into the alpha channel 172 00:06:20,866 --> 00:06:23,900 we can see that our alpha falls off very quickly 173 00:06:24,166 --> 00:06:26,133 and to really understand this 174 00:06:26,133 --> 00:06:28,200 we're gonna have to look at our depth channel 175 00:06:28,200 --> 00:06:30,300 so if we go to our Cam Z depth 176 00:06:30,533 --> 00:06:31,666 and take a look 177 00:06:31,666 --> 00:06:32,900 at the R channel 178 00:06:32,900 --> 00:06:35,133 or hit a to get out of our alpha mode 179 00:06:35,133 --> 00:06:36,366 we can see that the 180 00:06:36,366 --> 00:06:38,200 depth of field is around 181 00:06:38,200 --> 00:06:38,800 let's see here 182 00:06:38,800 --> 00:06:41,333 15 to 20 uh 183 00:06:41,333 --> 00:06:43,166 depending on where we are on the edge 184 00:06:43,166 --> 00:06:45,266 now outside of this is zero 185 00:06:45,400 --> 00:06:46,066 and remember 186 00:06:46,066 --> 00:06:48,166 zero is close to the camera 187 00:06:48,166 --> 00:06:49,500 so what's happening is 188 00:06:49,500 --> 00:06:51,733 it is blurring out these pixels 189 00:06:51,733 --> 00:06:54,133 because it thinks everything in front of it 190 00:06:54,133 --> 00:06:55,666 is close to the camera 191 00:06:55,666 --> 00:06:56,733 so therefore 192 00:06:56,733 --> 00:07:00,400 it is blurring out our alpha by quite a lot 193 00:07:00,966 --> 00:07:03,000 so there's a few different ways we can fix this 194 00:07:03,000 --> 00:07:05,566 I'm just gonna go for an shortcut 195 00:07:05,600 --> 00:07:08,466 by adding in the darkest color we have 196 00:07:08,466 --> 00:07:10,066 into our uh 197 00:07:10,066 --> 00:07:10,900 depth field 198 00:07:10,900 --> 00:07:14,200 so that we no longer have that issue of such a big jump 199 00:07:14,200 --> 00:07:15,700 between depth values 200 00:07:16,000 --> 00:07:17,300 so let's go to our depth 201 00:07:17,300 --> 00:07:19,466 and let's pull down our viewer 202 00:07:19,466 --> 00:07:20,766 until we can see 203 00:07:20,766 --> 00:07:22,866 where the darkest value is 204 00:07:22,900 --> 00:07:24,866 inside of our depth pass 205 00:07:24,866 --> 00:07:27,033 and it looks like it's one of these corners 206 00:07:27,066 --> 00:07:28,266 so maybe around 207 00:07:28,266 --> 00:07:30,400 I don't know 37 38 208 00:07:30,666 --> 00:07:32,266 and so now let's take a 209 00:07:33,000 --> 00:07:34,600 constant of that value 210 00:07:34,600 --> 00:07:36,000 so I'm gonna hit tab 211 00:07:36,000 --> 00:07:37,466 type in constant 212 00:07:37,466 --> 00:07:41,500 and just put in a value of 38 oops 38 213 00:07:41,933 --> 00:07:44,466 and now let's merge this with our current depth 214 00:07:44,466 --> 00:07:45,333 so I'm gonna hit the m 215 00:07:45,333 --> 00:07:47,033 key to drop in a merge node 216 00:07:47,066 --> 00:07:48,400 and let me just give us 217 00:07:48,400 --> 00:07:49,800 some room here 218 00:07:50,366 --> 00:07:52,400 and I'll plug this into our constant 219 00:07:52,466 --> 00:07:54,366 now we're gonna wanna merge our constant 220 00:07:54,366 --> 00:07:55,666 with our depth pass 221 00:07:55,666 --> 00:07:56,533 so we're gonna want to 222 00:07:56,533 --> 00:07:58,700 output into our depth pass 223 00:07:58,900 --> 00:08:01,033 so output into Cam Z 224 00:08:01,400 --> 00:08:03,366 now this is just gonna overwrite everything 225 00:08:03,366 --> 00:08:05,866 or it's gonna combine our RGB 226 00:08:06,200 --> 00:08:08,566 and the constant we just created 227 00:08:08,966 --> 00:08:09,766 but instead 228 00:08:09,766 --> 00:08:10,733 in the B channel 229 00:08:10,733 --> 00:08:11,866 I'd like to bring 230 00:08:11,866 --> 00:08:13,800 in the uh Z 231 00:08:13,900 --> 00:08:14,600 so let's go to 232 00:08:14,600 --> 00:08:15,466 our B channels 233 00:08:15,466 --> 00:08:16,700 and let's go to our other 234 00:08:16,700 --> 00:08:18,233 layers Cam Z 235 00:08:18,466 --> 00:08:20,200 so now if we pull this down 236 00:08:20,200 --> 00:08:21,133 we're gonna see 237 00:08:21,133 --> 00:08:22,600 that we have 238 00:08:22,866 --> 00:08:24,166 the constant 239 00:08:24,200 --> 00:08:25,266 in the background 240 00:08:25,266 --> 00:08:26,600 but it's currently being 241 00:08:26,600 --> 00:08:28,266 added to our 242 00:08:28,400 --> 00:08:29,900 current depth of values 243 00:08:29,900 --> 00:08:30,366 and instead 244 00:08:30,366 --> 00:08:31,166 we wanna keep our 245 00:08:31,166 --> 00:08:32,133 current values 246 00:08:32,133 --> 00:08:33,133 and fill in 247 00:08:33,133 --> 00:08:35,033 everywhere else with zero 248 00:08:35,700 --> 00:08:36,566 so to do that 249 00:08:36,566 --> 00:08:37,733 let's grab the 250 00:08:37,733 --> 00:08:38,466 or let's change 251 00:08:38,466 --> 00:08:40,233 the operation to under 252 00:08:40,300 --> 00:08:41,566 which is gonna take the B 253 00:08:41,566 --> 00:08:42,533 alpha channel 254 00:08:42,533 --> 00:08:43,266 and since we 255 00:08:43,266 --> 00:08:44,333 don't have anything 256 00:08:44,333 --> 00:08:45,166 let's plug our 257 00:08:45,166 --> 00:08:46,200 current camera 258 00:08:46,200 --> 00:08:48,466 depth into that channel so again 259 00:08:48,566 --> 00:08:49,600 other channels 260 00:08:49,600 --> 00:08:50,900 Cam Z depth 261 00:08:50,900 --> 00:08:51,900 what we should see 262 00:08:51,900 --> 00:08:53,566 is our original 263 00:08:54,000 --> 00:08:55,733 here and then everything 264 00:08:55,733 --> 00:08:56,766 else is filled in 265 00:08:56,766 --> 00:08:57,733 with this new 266 00:08:57,733 --> 00:08:59,300 constant so again 267 00:08:59,300 --> 00:09:01,500 this is kind of a workaround that 268 00:09:01,500 --> 00:09:02,566 just fills in these 269 00:09:02,566 --> 00:09:05,166 empty pixels with a different value 270 00:09:05,200 --> 00:09:06,366 so now that our 271 00:09:06,366 --> 00:09:07,300 background is 272 00:09:07,300 --> 00:09:09,533 truly further away from 273 00:09:09,533 --> 00:09:11,100 our camera than before 274 00:09:11,133 --> 00:09:11,733 let's take a look 275 00:09:11,733 --> 00:09:12,633 at the result 276 00:09:13,266 --> 00:09:14,600 so if we go to our Z blur 277 00:09:14,600 --> 00:09:16,766 jump back to our RGBA 278 00:09:16,900 --> 00:09:17,500 and take a look 279 00:09:17,500 --> 00:09:18,333 at our alpha channel 280 00:09:18,333 --> 00:09:20,700 you can see that is much cleaner 281 00:09:20,900 --> 00:09:22,200 so now if we go back to 282 00:09:22,200 --> 00:09:23,133 our foreground 283 00:09:23,133 --> 00:09:23,966 we can see these 284 00:09:23,966 --> 00:09:26,700 edges have fixed themselves nicely 285 00:09:27,366 --> 00:09:28,100 so currently 286 00:09:28,100 --> 00:09:30,133 we do not have much of a depth blur 287 00:09:30,133 --> 00:09:32,333 we're really only blurring one pixel 288 00:09:32,333 --> 00:09:33,466 which isn't a lot 289 00:09:33,566 --> 00:09:35,466 so let's pull this size up a bit 290 00:09:35,466 --> 00:09:36,266 and we can see 291 00:09:36,266 --> 00:09:37,366 as we increase this 292 00:09:37,366 --> 00:09:38,733 we are now blurring 293 00:09:38,733 --> 00:09:41,500 any object that is further away from the camera 294 00:09:41,733 --> 00:09:44,166 now I don't want this to be at such a 295 00:09:44,666 --> 00:09:45,666 extreme size 296 00:09:45,666 --> 00:09:47,566 but I pushed it that far to show 297 00:09:47,566 --> 00:09:49,800 you that we still have this issue 298 00:09:50,166 --> 00:09:51,166 and this is because there's 299 00:09:51,166 --> 00:09:52,466 currently a black 300 00:09:52,466 --> 00:09:53,400 outline around 301 00:09:53,400 --> 00:09:54,066 our foreground 302 00:09:54,066 --> 00:09:54,800 if you take a look 303 00:09:54,800 --> 00:09:56,066 we have a single pixel 304 00:09:56,066 --> 00:09:57,566 of black outside 305 00:09:57,566 --> 00:09:59,066 and we do not want that 306 00:09:59,066 --> 00:10:00,466 so let's crop that out 307 00:10:02,533 --> 00:10:03,933 and turn off black outside 308 00:10:03,933 --> 00:10:07,400 so now our edge pixels are completely touching the edge 309 00:10:07,500 --> 00:10:09,933 and if we look at our merge 310 00:10:09,933 --> 00:10:12,233 they are now being blurred nicely 311 00:10:13,133 --> 00:10:15,700 although the blur is still far too strong 312 00:10:15,700 --> 00:10:17,300 so let's pull that back 313 00:10:17,300 --> 00:10:18,966 uh let's maybe give this a nice 314 00:10:18,966 --> 00:10:20,000 I don't know 4 315 00:10:20,000 --> 00:10:24,100 6 uh choose whatever value you want for this shot 316 00:10:24,266 --> 00:10:27,200 again the amount of depth blur is 317 00:10:27,200 --> 00:10:29,866 directly tied to the aperture that you're shooting at 318 00:10:29,866 --> 00:10:31,533 so if you're shooting very wide open 319 00:10:31,533 --> 00:10:35,000 which is honestly unlikely in this bright area 320 00:10:35,100 --> 00:10:37,233 you're gonna have a higher depth of field or 321 00:10:37,866 --> 00:10:40,166 a larger depth size 322 00:10:40,166 --> 00:10:42,766 otherwise you're gonna have a smaller depth size 323 00:10:43,333 --> 00:10:44,166 now we also wanna 324 00:10:44,166 --> 00:10:46,400 uh blur or add this to the background 325 00:10:46,400 --> 00:10:48,633 so let's move our background up a little bit 326 00:10:48,700 --> 00:10:51,266 and let's clone our Z blur node 327 00:10:51,266 --> 00:10:52,866 so control excuse me 328 00:10:52,866 --> 00:10:55,500 Alt K will clone that 329 00:10:56,366 --> 00:10:58,533 and now we don't really have a depth channel 330 00:10:58,533 --> 00:11:00,566 uh for our background 331 00:11:00,566 --> 00:11:02,400 uh but just as we did with our constant we 332 00:11:02,400 --> 00:11:05,200 can add in uh sort of another background 333 00:11:05,266 --> 00:11:07,700 so our biggest value was 37 334 00:11:08,100 --> 00:11:11,266 uh the sky or 38 and the sky is very far away 335 00:11:11,266 --> 00:11:13,833 so let's give this a color value of 3 80 336 00:11:13,900 --> 00:11:17,066 and this is just to make sure that our sky is always 337 00:11:17,066 --> 00:11:18,966 as far away as possible 338 00:11:19,300 --> 00:11:21,733 so I'm gonna hit the m key to merge this in again 339 00:11:21,733 --> 00:11:23,433 and we'll plug the a pipe in 340 00:11:24,166 --> 00:11:25,700 actually instead of a merge 341 00:11:25,700 --> 00:11:27,600 uh we could use a shuffle copy note 342 00:11:27,600 --> 00:11:29,400 we're not really merging anything 343 00:11:29,400 --> 00:11:32,033 so I'm gonna hit tab and shuffle 344 00:11:32,166 --> 00:11:36,000 our constant red value into our Cam Z 345 00:11:36,066 --> 00:11:38,833 which is what that Z blur note is using 346 00:11:39,266 --> 00:11:40,600 okay so let's see here 347 00:11:40,600 --> 00:11:42,433 we want the red channel of our 348 00:11:42,966 --> 00:11:45,900 input to go into the Cam Z 349 00:11:45,966 --> 00:11:46,966 of our output 350 00:11:46,966 --> 00:11:50,066 and now our Z blur is going to blur this 351 00:11:50,166 --> 00:11:52,066 according to that depth 352 00:11:53,100 --> 00:11:56,666 okay great so we've begun to set up our Zeebler 353 00:11:56,666 --> 00:11:57,900 and as we can see here 354 00:11:57,900 --> 00:12:00,566 we've got a little bit of a depth of field effect 355 00:12:00,700 --> 00:12:02,366 now for us to really see the Boca 356 00:12:02,366 --> 00:12:03,866 let's go to a later frame 357 00:12:03,866 --> 00:12:05,600 when our camera has already moved 358 00:12:05,600 --> 00:12:07,500 and we can see one of these highlights 359 00:12:07,500 --> 00:12:09,233 and the shape it's creating 360 00:12:09,366 --> 00:12:10,733 because as you can see here 361 00:12:10,733 --> 00:12:13,400 we do not have a lot of Boca 362 00:12:14,066 --> 00:12:15,900 alright so on one of these later frames 363 00:12:15,900 --> 00:12:17,100 let's zoom in 364 00:12:17,400 --> 00:12:19,166 and take a look at our Z blur 365 00:12:19,566 --> 00:12:20,866 if we zoom in 366 00:12:20,866 --> 00:12:21,933 let's actually increase 367 00:12:21,933 --> 00:12:22,700 the size of this 368 00:12:22,700 --> 00:12:24,966 just so we can see the Boca a little better 369 00:12:24,966 --> 00:12:25,800 there we go 370 00:12:25,800 --> 00:12:28,166 so this highlight is currently creating a 371 00:12:28,166 --> 00:12:29,500 square shaped Boca 372 00:12:29,500 --> 00:12:32,200 which I don't believe any lens has 373 00:12:32,200 --> 00:12:34,500 only 4 aperture blades so that 374 00:12:34,500 --> 00:12:35,933 um that is just 375 00:12:35,933 --> 00:12:39,200 a very simple Gaussian blur shape 376 00:12:39,366 --> 00:12:41,333 now if we want to have a circular Boca 377 00:12:41,333 --> 00:12:42,666 inside of our Z blur node 378 00:12:42,666 --> 00:12:45,200 we can increase the filter shape up to 1 379 00:12:45,200 --> 00:12:46,866 and that's gonna give us this nice 380 00:12:46,866 --> 00:12:48,200 circle however 381 00:12:48,200 --> 00:12:49,366 that is really the 382 00:12:49,366 --> 00:12:50,666 extent we can 383 00:12:50,666 --> 00:12:52,400 affect the Boca shape 384 00:12:52,400 --> 00:12:54,566 inside of our Zeebler note 385 00:12:54,700 --> 00:12:56,866 again this note is not going to give us 386 00:12:57,000 --> 00:12:58,466 the amount of control we need 387 00:12:58,466 --> 00:13:00,133 to create that really fine 388 00:13:00,133 --> 00:13:01,600 really detailed Boca 389 00:13:01,700 --> 00:13:02,866 what this Z blur 390 00:13:02,866 --> 00:13:05,866 note is allowing us to do is it is allowing us to do 391 00:13:05,866 --> 00:13:08,766 a very simple depth of field blur effect 392 00:13:08,766 --> 00:13:10,300 that we can use to 393 00:13:10,333 --> 00:13:12,100 sort of defocus things 394 00:13:12,100 --> 00:13:13,100 that we want 395 00:13:13,100 --> 00:13:15,166 uh that are further away from the camera 396 00:13:15,166 --> 00:13:16,600 as we can see here 397 00:13:17,566 --> 00:13:19,900 so again the Zeebler note is not gonna be able to 398 00:13:19,900 --> 00:13:21,333 get us that really nice Boca 399 00:13:21,333 --> 00:13:23,166 there are quite a few plugins 400 00:13:23,200 --> 00:13:24,600 for nuke the um 401 00:13:24,600 --> 00:13:25,866 Lens Care plugin 402 00:13:25,866 --> 00:13:27,466 the Gen Arts plugin 403 00:13:27,466 --> 00:13:29,033 uh there's a few more that 404 00:13:29,166 --> 00:13:30,000 escaping my 405 00:13:30,000 --> 00:13:31,066 uh memory right now 406 00:13:31,066 --> 00:13:32,066 but they all 407 00:13:32,066 --> 00:13:34,900 are built to create that very expressive 408 00:13:34,900 --> 00:13:36,100 uh very complex 409 00:13:36,100 --> 00:13:37,266 Boca that we 410 00:13:37,266 --> 00:13:38,966 want in our 411 00:13:38,966 --> 00:13:40,966 very short shots however 412 00:13:40,966 --> 00:13:42,566 unless you're really doing a macro 413 00:13:42,566 --> 00:13:43,400 shot or something 414 00:13:43,400 --> 00:13:45,533 that is supposed to be very small 415 00:13:45,533 --> 00:13:47,600 uh you're really not gonna have as much Boca 416 00:13:47,600 --> 00:13:49,166 as we saw in our earlier 417 00:13:49,166 --> 00:13:50,133 photographs 418 00:13:50,133 --> 00:13:51,600 the depth of field is gonna be 419 00:13:51,600 --> 00:13:52,866 slightly smaller 420 00:13:52,866 --> 00:13:54,600 and much more subtle 421 00:13:55,566 --> 00:13:56,800 so that's how we can use 422 00:13:56,800 --> 00:13:58,266 the Z Blur note as 423 00:13:58,266 --> 00:14:00,700 as alongside 424 00:14:00,700 --> 00:14:02,800 a Z Depth pass to 425 00:14:02,800 --> 00:14:03,766 create a nice 426 00:14:03,766 --> 00:14:04,400 depth of field 427 00:14:04,400 --> 00:14:05,000 effect here 428 00:14:05,000 --> 00:14:06,166 inside of nuke 29213

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