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Depth of Field Blurring with Physical Defocus - Part 3 - Flame 2021
Manage episode 259011657 series 1272072
In parts 1 and 2 of the Physical Defocus series, you learnt how to create depth of field blurring in an Action 3D composite as well as with CG render passes for final look development.
In both cases, the 3D depth was already provided since all the examples originated in a virtual 3D environment and the camera depth was provided in the form of Z-depth map.
In part 3, the situation is somewhat different when it comes to live action footage.
Unless the shooting camera is able to capture the depth of the scene, normally no depth information is provided.
So in order to use Physical Defocus with live action material in Flame, you can use machine learning to analyse the shot and produce the required Z-depth information.
447 episodi
Manage episode 259011657 series 1272072
In parts 1 and 2 of the Physical Defocus series, you learnt how to create depth of field blurring in an Action 3D composite as well as with CG render passes for final look development.
In both cases, the 3D depth was already provided since all the examples originated in a virtual 3D environment and the camera depth was provided in the form of Z-depth map.
In part 3, the situation is somewhat different when it comes to live action footage.
Unless the shooting camera is able to capture the depth of the scene, normally no depth information is provided.
So in order to use Physical Defocus with live action material in Flame, you can use machine learning to analyse the shot and produce the required Z-depth information.
447 episodi
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