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Arguably the first thing that comes to mind when
talking about post-processing and lighting effects
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is glare. glare or blooming is the optical effect
where light from bright source appears to leak
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into surrounding objects. by default the Blender
glare node takes the bright glints that go above
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the threshold of 1 and adds these little
streaks. by the way you can press M to mute
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the note temporarily and M to bring it back. so the
core of the effect is just to detect the brightest
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pixels falling outside a certain threshold and
then you can add the fog low to them for example.
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to work in a physically plausible manner
it totally depends on the scene referred
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data, the type of data Blender uses by
default for its calculations when we hit
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the render button or otherwise to preserve
the dynamic range as we have mentioned you
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you have to use the open exr format or any
other 32-bit unbounded scene referred format.
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in addition to glare we can try to simulate
different types of photographic blooming
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effects, for example simulating diffusion filters,
these type of filters or in some cases dabbing
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Vaseline directly onto the lens is used to
create a hazy, dreamy glow. we won't keep it
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in our main setup, but let's have a look at this
effect just for the sake of off topic. if you feel
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like borrowing this effect from photography
and cinematography for that matter, we can go
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with the mix filter, god... what I'm saying... it's not
filter, it's a mix node and then we add the blur
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filter which expects our image as an input, so
we should probably plug the glare output there...
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so far we don't see anything spectacular
and that is because we need to connect it
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to the second socket of the mix node, then
what I usually do is strike the relative
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checkbox to make it non-dependent on the scene
resolution and then up the X and Y blur values
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to be fair... uh... to make it look uniform we
should also play with the aspect correction,
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I will check the Y aspect correction, as for
the amount of blurriness I want it to be
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fairly dreamy and hazy, but still retain
some bigger shapes if that makes sense.
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now to make it shine the mix factor should be
switched over to add. the add mode is one of the
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safest blending modes when working with the scene
referred light data, add, multiply... what else? mix
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pretty much everything else is broken when when
working with the unbounded light values. all right
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but now we have to compensate the exposure and we
can do it of course with the help of the exposure
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node or just by using good old RGB curves. trying
to eyeball or rather approximate the brightness.
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okay now it should be possible to compare
before and after by muting these two nodes
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and toggling them back on. all right, it is
dreamy, it is hazy... it is 90s as hell :) probably
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not my type of effect, not always at least and
still it has its place in very small doses, uh...
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to unify the light values ever so slightly
across the image, something like that anyway.
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so that is another filter from photography that
we can try to simulate using compositor nodes.
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but meanwhile let's get rid of our soft
diffusion setup and take a step back.
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so once upon the compositor there was
a glare node. let's start from here.
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now moving on to copying some other mistakes of
photographic image formations such as chromatic
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aberration within the lens and it's also known
as color fringing and it produces the colorful
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outlines around the edges of the objects, it
can be an unwanted or highly desirable effect
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depending on your style, but if we talk about
CG lighting, it's fairly important to know how
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to pepper your image up with such "mistakes". in
Blender the easiest way to achieve chromatic
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aberration is to use the lens distortion
node and then crank up the dispersion value.
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it just blew the picture up into this kind
of colorful mess which proves that every
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effect should be used in moderation :) and when
we set the mode to projector it is much more
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bearable, much more palatable. the amount
of dispersion or chromatic aberration is
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a matter of personal preference, but I like it
in both CG and in photography for that matter.
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there is something very attractive in the idea
of the different wavelengths of light splitting
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inside the lens to produce this effect. kind of
reveals the inner working of light that passes
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through the lens, which shows that the lens is
very complex object indeed. there is a certain
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how should I put it... an image formation depth about
it and some people there say that it looks *good*.
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following the theme of the optical aberrations
that should degrade the image but actually make
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it look better, here is another one, the vignette
effect that is often associated with the retro
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lenses. the vignette effect is all about darkening
the edges of the image, as simple as that and we
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can do it procedurally in Blender compositor.
I'm going to go matte and add the ellipse mask.
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The mask should go into the mix factor of
our newly created mix node, there should be
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this type of white ellipse right in the center of
the screen, we need to scale its width and height
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so it's approximately touching the edges like that.
so the width of 1 and the height of 0.4 something
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gets the job done. now it has to be inverted, so the
mix node affects the edges of the image only and
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obviously if we are aiming to get the darkening
effect the color should be made darker. there...
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as for the blending mode I have just said
that everything aside multiply, add and
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mix is a blunder and here I myself set the
mix mode to soft light, but okay, fair enough :D
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the blur node can be used to
gradually soften the edges of the mask
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and the intensity of the effect is basically
controlled by altering the shade of gray...
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can't stop thinking about the blending mode... we
should change it... and true, multiply is way safer.
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add, multiply and mix just doesn't screw the
colors, these operations are perfectly linear,
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perfectly safe for the scene referred linear type
of data. all right cool, so that was the darkening
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around the edges effect aka the retro vignetting
effect, it's classic, it's timeless and elegant and
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very easy to do. that is why it's always welcome
to our cinematic post-processing effects party.
9182
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