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manual/render/camera/introduction.rst
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| .. _render-camera-dof: | .. _render-camera-dof: | ||||
| Depth of Field | Depth of Field (Blender Internal) | ||||
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Blendify: Title needs to be fixed | |||||
| .. figure:: /images/Camera-dof-panel.jpg | .. figure:: /images/Camera-dof-panel.jpg | ||||
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| Smaller Viewport F-stop values result in more blur. | Smaller Viewport F-stop values result in more blur. | ||||
| Depth of Field (Cycles) | |||||
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| .. figure:: /images/camera-dof-panel_cycles.jpg | |||||
| Focus | |||||
| Set an object to be used as a focal point by the camera, causing the camera | |||||
Not Done Inline ActionsMaybe add a sentence to explain that the position of the object doesn't matter that much, but only the distance to the camera is important? Also see my note at the 'distance' property. Then again, maybe position is important once you start tilting the lens? It may be nice to explain this in the documentation. sybren: Maybe add a sentence to explain that the position of the object doesn't matter that much, but… | |||||
| to focus on the selected object. | |||||
| Distance | |||||
Not Done Inline ActionsA camera has a focal plane, not a focal point. sybren: A camera has a focal plane, not a focal point. | |||||
Not Done Inline ActionsCorrect, and why I worded it this way. Instead of making users wonder what a focal plane is, I'm referring to the point shown in the limits display, which is simply a point in the 3D space. My revised version may make more sense. I'm not even making sense of this first revision I made late last night. DBrown: Correct, and why I worded it this way. Instead of making users wonder what a focal plane is… | |||||
| When an object is not used, the camera can be set to focus on an area in 3D | |||||
| space set by the distance from the camera. Using the *Limit* Display option, you | |||||
| are able to view the distance in the 3D space. | |||||
Not Done Inline ActionsWhat sets it apart from the "not high quality"? Why would someone not want high quality? sybren: What sets it apart from the "not high quality"? Why would someone //not// want high quality? | |||||
Not Done Inline ActionsYes, will rewrite this again. DBrown: Yes, will rewrite this again. | |||||
| High Quality | |||||
| Enables the High Quality *viewport* depth of field, giving a more accurate | |||||
| representation of *depth of field*. This allows the viewport depth of field | |||||
| to be closely represented to that of the render and render preview depth of | |||||
| field. | |||||
| F-Stop | |||||
| Viewport depth of field aperture measured in F-Stops. Smaller numbers will | |||||
Not Done Inline ActionsYou can't use both, you can either one or the other. Furthermore, I don't think you set it for the render/preview, but for the camera. Of course you can describe that both the render and the preview use the DoF settings, but that's a separate sentence. Also it feels more like a sentence that belongs to an introduction, and not this list of properties. sybren: You can't use both, you can either one or the other. Furthermore, I don't think you set it for… | |||||
Not Done Inline ActionsThis was corrected in the 2nd revision. DBrown: This was corrected in the 2nd revision. | |||||
| cause more blur in the viewport, OpenGL renders, and sequencer. | |||||
| Blades | |||||
Not Done Inline ActionsPlease add something like "depending on your choce at .,,", so that the reader knows why you mention two different things in the same sentence. sybren: Please add something like "depending on your choce at .,,", so that the reader knows why you… | |||||
Not Done Inline ActionsYes, did cover this in short detail. DBrown: Yes, did cover this in short detail. | |||||
| The number of polygonal sides to give blurred objects in the viewport. The minimum | |||||
| number of blades needed to enable the bokeh effect is 3 (triangle). *Only available | |||||
| with High Quality* | |||||
| Aperture | |||||
| Use F-Stop or Radius to set the aperture for the render, and render preview. | |||||
| F-Stop is the focal ratio, where Radius is the the raidus of the focal point. | |||||
| Size/Number | |||||
Not Done Inline ActionsAs a part-time professional photographer, I have no idea what "the aperture effect" is, so it's doubtful that other people understand this. Since the "amount of blur" is a concept already used, "aperture effect" must refer to something else, and then there is "distortion" which also hasn't been used so far. Even the tooltip specifies "anamorphic lens bokeh", which makes it much more concrete. sybren: As a part-time professional photographer, I have no idea what "the aperture effect" is, so it's… | |||||
| Aperture radius *size*, or F-Stop *number* used for the render, and render | |||||
| preview. Using the F-Stop with a low number, or Radius with a large size will | |||||
| result in a strong blur, also allowing the use of the *bokeh effect*. | |||||
| Blades | |||||
| Total number of polygonal blades used to alter the shape of the blurred objects | |||||
| in the render, and render preview. Like the viewport, the minimum amount of | |||||
| blades to enable the bokeh effect is 3, resulting in a triangle shaped blur. | |||||
| Rotation | |||||
| Rotate the polygonal blades along the facing axis, and will rotate in a clockwise, | |||||
| and counter-clockwise fashion. | |||||
| Ratio | |||||
| Change the amount of distortion to simulate the anamorphic bokeh effect. A | |||||
| setting of 1.0 shows no distortion, where a number below 1.0 will cause a | |||||
| horizontal distortion, and a higher number will cause a vertical distortion. | |||||
| .. figure:: /images/camera-dof-bokeh.jpg | |||||
| Camera Depth of Field Bokeh Effect using 3 Blades | |||||
| Display | Display | ||||
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Title needs to be fixed