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These are the user uploaded subtitles that are being translated: 1 00:00:00,240 --> 00:00:04,860 Arguably the first thing that comes to mind when  talking about post-processing and lighting effects   2 00:00:04,860 --> 00:00:10,800 is glare. glare or blooming is the optical effect  where light from bright source appears to leak   3 00:00:10,800 --> 00:00:17,280 into surrounding objects. by default the Blender  glare node takes the bright glints that go above   4 00:00:17,280 --> 00:00:23,460 the threshold of 1 and adds these little  streaks. by the way you can press M to mute   5 00:00:23,460 --> 00:00:29,160 the note temporarily and M to bring it back. so the  core of the effect is just to detect the brightest   6 00:00:29,160 --> 00:00:35,400 pixels falling outside a certain threshold and  then you can add the fog low to them for example.   7 00:00:36,000 --> 00:00:40,860 to work in a physically plausible manner  it totally depends on the scene referred   8 00:00:40,860 --> 00:00:45,480 data, the type of data Blender uses by  default for its calculations when we hit   9 00:00:45,480 --> 00:00:50,400 the render button or otherwise to preserve  the dynamic range as we have mentioned you   10 00:00:50,400 --> 00:00:57,060 you have to use the open exr format or any  other 32-bit unbounded scene referred format.   11 00:00:58,440 --> 00:01:03,420 in addition to glare we can try to simulate  different types of photographic blooming   12 00:01:03,420 --> 00:01:09,420 effects, for example simulating diffusion filters,  these type of filters or in some cases dabbing   13 00:01:09,420 --> 00:01:15,660 Vaseline directly onto the lens is used to  create a hazy, dreamy glow. we won't keep it   14 00:01:15,660 --> 00:01:22,020 in our main setup, but let's have a look at this  effect just for the sake of off topic. if you feel   15 00:01:22,020 --> 00:01:27,120 like borrowing this effect from photography  and cinematography for that matter, we can go   16 00:01:27,120 --> 00:01:34,560 with the mix filter, god... what I'm saying... it's not  filter, it's a mix node and then we add the blur   17 00:01:34,560 --> 00:01:41,400 filter which expects our image as an input, so  we should probably plug the glare output there... 18 00:01:43,980 --> 00:01:48,780 so far we don't see anything spectacular  and that is because we need to connect it   19 00:01:48,780 --> 00:01:53,460 to the second socket of the mix node, then  what I usually do is strike the relative   20 00:01:53,460 --> 00:01:59,940 checkbox to make it non-dependent on the scene  resolution and then up the X and Y blur values   21 00:02:00,960 --> 00:02:06,000 to be fair... uh... to make it look uniform we  should also play with the aspect correction,   22 00:02:06,000 --> 00:02:12,840 I will check the Y aspect correction, as for  the amount of blurriness I want it to be   23 00:02:12,840 --> 00:02:19,020 fairly dreamy and hazy, but still retain  some bigger shapes if that makes sense.   24 00:02:19,860 --> 00:02:25,860 now to make it shine the mix factor should be  switched over to add. the add mode is one of the   25 00:02:25,860 --> 00:02:32,760 safest blending modes when working with the scene  referred light data, add, multiply... what else? mix 26 00:02:32,760 --> 00:02:38,700 pretty much everything else is broken when when  working with the unbounded light values. all right   27 00:02:38,700 --> 00:02:44,160 but now we have to compensate the exposure and we  can do it of course with the help of the exposure   28 00:02:44,160 --> 00:02:51,840 node or just by using good old RGB curves. trying  to eyeball or rather approximate the brightness.  29 00:02:53,820 --> 00:02:58,320 okay now it should be possible to compare  before and after by muting these two nodes   30 00:02:58,320 --> 00:03:04,320 and toggling them back on. all right, it is  dreamy, it is hazy... it is 90s as hell :) probably   31 00:03:04,320 --> 00:03:11,760 not my type of effect, not always at least and  still it has its place in very small doses, uh...   32 00:03:11,760 --> 00:03:16,800 to unify the light values ever so slightly  across the image, something like that anyway.   33 00:03:16,800 --> 00:03:22,980 so that is another filter from photography that  we can try to simulate using compositor nodes.   34 00:03:23,940 --> 00:03:28,980 but meanwhile let's get rid of our soft  diffusion setup and take a step back.   35 00:03:30,360 --> 00:03:34,740 so once upon the compositor there was  a glare node. let's start from here. 36 00:03:37,620 --> 00:03:42,960 now moving on to copying some other mistakes of  photographic image formations such as chromatic   37 00:03:42,960 --> 00:03:48,540 aberration within the lens and it's also known  as color fringing and it produces the colorful   38 00:03:48,540 --> 00:03:53,820 outlines around the edges of the objects, it  can be an unwanted or highly desirable effect   39 00:03:53,820 --> 00:03:58,980 depending on your style, but if we talk about  CG lighting, it's fairly important to know how   40 00:03:58,980 --> 00:04:04,200 to pepper your image up with such "mistakes". in  Blender the easiest way to achieve chromatic   41 00:04:04,200 --> 00:04:08,160 aberration is to use the lens distortion  node and then crank up the dispersion value.   42 00:04:09,720 --> 00:04:14,940 it just blew the picture up into this kind  of colorful mess which proves that every   43 00:04:14,940 --> 00:04:21,240 effect should be used in moderation :) and when  we set the mode to projector it is much more   44 00:04:21,240 --> 00:04:26,040 bearable, much more palatable. the amount  of dispersion or chromatic aberration is   45 00:04:26,040 --> 00:04:31,860 a matter of personal preference, but I like it  in both CG and in photography for that matter.   46 00:04:31,860 --> 00:04:37,920 there is something very attractive in the idea  of the different wavelengths of light splitting   47 00:04:37,920 --> 00:04:44,160 inside the lens to produce this effect. kind of  reveals the inner working of light that passes   48 00:04:44,160 --> 00:04:50,160 through the lens, which shows that the lens is  very complex object indeed. there is a certain   49 00:04:50,160 --> 00:04:55,800 how should I put it... an image formation depth about  it and some people there say that it looks *good*. 50 00:04:59,040 --> 00:05:04,140 following the theme of the optical aberrations  that should degrade the image but actually make   51 00:05:04,140 --> 00:05:10,680 it look better, here is another one, the vignette  effect that is often associated with the retro   52 00:05:10,680 --> 00:05:17,040 lenses. the vignette effect is all about darkening  the edges of the image, as simple as that and we   53 00:05:17,040 --> 00:05:21,960 can do it procedurally in Blender compositor.  I'm going to go matte and add the ellipse mask.   54 00:05:23,940 --> 00:05:29,640 The mask should go into the mix factor of  our newly created mix node, there should be   55 00:05:29,640 --> 00:05:35,460 this type of white ellipse right in the center of  the screen, we need to scale its width and height   56 00:05:36,060 --> 00:05:45,360 so it's approximately touching the edges like that.  so the width of 1 and the height of 0.4 something   57 00:05:45,360 --> 00:05:54,780 gets the job done. now it has to be inverted, so the  mix node affects the edges of the image only and   58 00:05:54,780 --> 00:06:00,000 obviously if we are aiming to get the darkening effect the color should be made darker. there...   59 00:06:01,020 --> 00:06:06,420 as for the blending mode I have just said  that everything aside multiply, add and   60 00:06:06,420 --> 00:06:12,960 mix is a blunder and here I myself set the  mix mode to soft light, but okay, fair enough :D   61 00:06:14,340 --> 00:06:19,320 the blur node can be used to  gradually soften the edges of the mask   62 00:06:20,280 --> 00:06:25,920 and the intensity of the effect is basically  controlled by altering the shade of gray... 63 00:06:28,020 --> 00:06:35,940 can't stop thinking about the blending mode... we  should change it... and true, multiply is way safer.   64 00:06:35,940 --> 00:06:42,300 add, multiply and mix just doesn't screw the  colors, these operations are perfectly linear,   65 00:06:42,300 --> 00:06:49,800 perfectly safe for the scene referred linear type  of data. all right cool, so that was the darkening   66 00:06:49,800 --> 00:06:55,740 around the edges effect aka the retro vignetting effect, it's classic, it's timeless and elegant and   67 00:06:55,740 --> 00:07:00,960 very easy to do. that is why it's always welcome  to our cinematic post-processing effects party. 9182

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