Senin, 21 Januari 2008

Depth of the Field (The Cheapskate Way) 3D Smax Tutorial

Depth of field is an expensive thing to render when its done 'Properly'. The most common (and most effective) method of attaining expensive looking depth without actually investing rendering time to it is to render off various objects in your scene according to their distance from the camera, and hence you can apply varying levels of blur in post.

The above method is fine, but is limited to certain types of scenes. So this tutorial deals with blurring using a Z-Depth, manually.

This tutorial does not cover how to do this in Combustion since its own manuals are more than sufficient. This tutorial assumes you're compositing with Shake, and also provides 'Practical Theory' for how to perform the same task in Photoshop

link tutorial