WEBVTT

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Hello everybody and welcome back in this lecture.

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We are going to talk about depth of field specifically in blender render its set up different in cycles

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and we'll cover that later on in the course.

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So what is depth of field.

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Well as you can see in this picture that I've got in blender here the black piece is in the background

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are blurred.

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In fact some of these white pieces are also blurred with the only object being in focus our night.

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So what this allows us to do is separate parts of our scene by blurring some of them out.

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And this is a technique that's used in the cinema with videos.

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It's used in photography especially in portrait photos.

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It's use all the time and it really does add to your scene.

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Now of course we're at the stage now where we're starting to produce some really nice models and we

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want to show them off and using depth of field is going to help with that.

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There are a couple of things and new things that we're going to have to learn at this point.

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So let's go ahead and do that now.

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Well the first thing we need to do is I'm going to hop back over into my 3D view and when we get my

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views set up in order to do this we're going to have a new view called the node editor.

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And I also want a UV image editor open as well.

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Now I'm not sure how I'm going to go about splitting this.

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I'm going to do a vertical split here and a horizontal split here I think that's what I'm going to go

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for.

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So I need to go ahead and make one of these a node and a term probably going to use the bottom ones

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or change that to an editor type node editor so that's switched across there now.

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It might not go to this view straightaway if you've been playing about in blender.

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But you should have your render layers over on the left and a compositor node on the right.

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And that's basically saying we're going to render an image and then something is going to happen to

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it and the composer is what you see at the very end of it.

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Now if you dont see that for whatever reason on the head a bar make sure out of these three buttons

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the middle one is selected and use nodes has a tic on it.

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Okay.

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So with that out of the way the next one of these windows is going to have to be a lets say a V image

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editor so when we do our rendering when we go ahead and press F 12 it goes ahead and renders for us.

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Now in this case its gone ahead and done that.

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Why has it done that.

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Well its simply done that because this was already selected on an image we might not have wanted it

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to overwrite that.

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So we can go ahead and change that to render result.

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And at this point I can change this back to a node down there and when we press F 12 it'll then render

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in the appropriate window.

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So we go we've got it rendering out there and we are in blender render.

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That is something important more about to set up will only work in blender render.

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As I said we'll cover cycles later on.

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I'm going to get rid of my tool shelf and Properties window there so we can focus on.

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Now you may be viewing your 3D view ever so slightly differently.

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That's not a problem if you are pressed numb pads zero in order to bring the camera view background

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or you can go to a view camera and we can see there no pads zero.

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Okay so now we've got everything all lined up.

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What do we need.

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Well we need to do a couple of things we need to make sure the camera is an appropriate place to get

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a good shot.

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So I'm in 3D view I'm going to press shift an F and that will enable me to go into first person mode

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and I can probably just lower this down a little.

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So we've got objects in the foreground and the background just like that I'm happy with that view just

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there from the camera's perspective.

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Now that I've gone to heaven done that it's all a matter of picking what we want to focus on and setting

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something up down at the bottom here.

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We'll go ahead and set up the nodes we need now we only need one additional node in this node editor

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here.

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So we go to add.

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And it's under a filter and it's called defocus.

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If we go ahead and click on that so you'll see that this new node appears and it floats.

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And then we move over the top of this orange line.

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What it will do is it will place it appropriately in there.

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Let's go ahead and press F 12 and see if anything's changed.

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What we'll find is that the rendered image renders out and then something will happen with the defocus.

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But we've not set anything up yet.

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Now one of the things that you'll notice over render images is that we have an image and our far and

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a depth output.

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Notice that the image is a yellow colour.

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The little dot there that means three values are coming out colour values are grb red green and blue

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values are coming out of that Alpher and depth or single values rather than three individual values.

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So they are grey and that's typical of all of the node editor.

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Now we want to focus on this depth output Now previous versions of blender previous to two point seven

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nine would have called this a Z depth rather then or just Z rather than depth.

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So we're going to need that and we need to plug that into the Z inputs on the defocus So let's link

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those two together you click on that grey node and we plug it into z and we can see something just happened

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at the very top there.

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I don't think it's done much or has it.

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Yes we're starting to get some blurring going on.

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And you can start playing with some of these features here but we can see at the moment it seems to

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be doing some arbitrary blurring.

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There's nothing controlling how this is it and how it's actually blurring.

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So the next scene we need to do is in the camera properties and making sure the outline and you have

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your camera selected Go to your camera properties.

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And if we scroll down somewhere in here here we go.

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Depth of field.

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I'm going to use these little eight dots on the top right of this and move it up a little so that's

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right under the camera lens settings.

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Now you can change the focal length to make it a wide angle shot or or really focussed in shot if you

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want to I'm going to play with that at the moment.

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Why want to change and the only thing we're focussing on here is the focus tab.

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We've got a little pet there.

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We go ahead and click on that and then we can select different objects that we want to focus on.

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So we selected this white porn at the very front.

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We can see that focus field now has white pawns in 0 6.

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If we didn't want that say Oh I've missed clicked I actually wanted that night.

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We can go ahead and click for cross get rid of that.

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Use the Pipettes again and select the Knights.

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Now you can use a drop down here and type things in if you wanted to so we knew we were looking for

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a night I can start typing in night and select from one of these nights.

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Now I will admit at this point my naming hasn't been very very good here.

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I don't have a clue which night is which at this point so I am going to use the pipette in order to

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pick the appropriate night.

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It just happens to be cold night.

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Okay so now we've selected that let's see what happens now.

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Let's go ahead press 12.

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You'll notice it renders out which is good.

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And then there's a second pass.

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And yes the background here is definitely getting blurry.

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So let's have a look in more detail at this node editor and more appropriately.

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The defocus.

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So we got a Boca type.

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Now this is the type of blurring that is going to happen.

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Now if you want it to look attractive and this is a really subjective thing you can play this to your

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heart's content but if you wanted to look attractive usually hexagonal works really well.

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Again you can play to your heart's content and as you see if I switch that around there is doing some

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more compositing it's building up the image for us.

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Now the other thing that we're not using at the moment is we're not really using this depth coming out

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we've told it what we want it to focus on the night.

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So we now need this depth information to be controlled and we can see here there's a use Z buffer and

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I'm going to put a tick in that box.

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And what that should now allow us to do is control the focus around our night.

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Our focus points.

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So we have a look back at the node editor and have a look at the f-stop value the lower this is the

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more blurring your image will be separated from the thing youre focussed on.

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Now you may find even even if you lower it down to less Let's lower it down to two and see what happens

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to our image.

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Everything that's gone blurry you may say But no there is a little sliver in there somewhere of complete

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InFocus.

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This is a word in focus.

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But anyway there's part of us in focus even though it looks kind of blurry and we can play with these.

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We can perhaps up this to maybe 20.

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There we go to get a blurred background and a sharper foreground here so that's starting to look really

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nice.

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We can play with these other selections as well.

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One of the ones I often play with is the threshold as well that keeps more of the objects in focus before

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it starts bleeding out so maybe a value of 5 in there to see what's going on.

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Now of course once you've gone ahead and done that we can blow this up just a little bit more to see

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what's going on.

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We can see that we've got this in focus.

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The background is out of focus starters look pretty nice.

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We can lower this back down it is all now about tweaking which of course now means it's time for your

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challenge.

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And your challenge.

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Well I'd like you know that we finished all of the modelling to rescale your model to a realistic scale

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so I think at the moment we've got things that are about four meters across and eight metres high is

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time to take that down to a realistic scale and the reason why I'm telling you that is because your

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depth of field calculations or so work on realistic scales properly at the moment if we've got things

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that are as tall as buildings eight meters tall that's going to change the depth of field that you're

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going to be working with.

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So it's often better to have your role models at a realistic scale for this process because then things

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are more in line with what you would get in reality if you're used to using photography and setting

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up your f-stop numbers on your cameras et cetera.

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But anyway what we want here is to Freescale the model to a realistic scale then set up some lovely

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depth of field shots and finally render it and share with us.

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I can't wait to see what you guys get up to when you start adding debt for phil. they already look amazing.

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I'm looking forward to seeing those ones as well.

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So go ahead pause a video and give that a go.

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OK everybody welcome back.

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Let's go ahead and rescale my model and then set up a depth of field shots.

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See over in blender.

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Okay.

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So back over in blender and we've got a bit of a mess of windows here.

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So the first thing I'm going to do is I'm going to select everything in my scene and hopefully it will

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just move everything at the same time.

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And we've got a height of eight meters here and really.

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What we looking at here in fact here let's select an object who got the king here it's 4.5 meters tall.

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And if we were to scale it appropriately so that needs to be scaled down by a factor of 100 some would

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select everything and with everything selected I'm going to scale.

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And then by a point 0 0 1 okay that's scaling around an arbitrary point.

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I don't want it doing nani's come out of this 3D view and just make sure it.

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Oh we've already lost the sun lamps over there.

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Okay.

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So we're going to have to do a bit of moving as well by the looks of things because with everything

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in the scene especially these lamps completely in the wrong place has the you know what if I move those

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hajee and not on the z and just place approximately over our scene we shouldn't have too many issues

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from then onwards.

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One of the issues at the moment of course is that it is all the way over there so one with scaling around

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everything it's just doing a crazy scale.

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So now everything's relatively close together to scale by point zero 0 or 1.

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I think it is.

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Everything would have gotten a lot smaller.

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Let's focus in on that so view.

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You selected.

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Or the number pad period key.

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And there we go.

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There is everything and we've now got the clipping issues.

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This is one of the reasons why we set it top initially and no no I've gone too far off of made it a

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factor of a thousand.

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My mistake.

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So that's come out of that.

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There you go.

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Hopefully now we can said it right.

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Yes.

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A case as scale by.

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So point one would be 10 percent and then point not one.

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Yeah I did it far too small.

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Now everything's all the way over here at the moment.

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And we want it all the way over there.

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And I'm a child my lighting to the board and pieces as well as the camera.

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Everything's all under one mesh object or parenting to that.

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And then I can select this and type in a value of zero on all of my location transforms.

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And then if I flip over to there we can see smack bang in the middle of the scene.

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Excellent.

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So you got everything organized as we'd expect there.

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Let's just do a test rendering now we've got our save before I do anything else.

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Let's do a test rendering and see how it comes out.

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Now of course the settings that we had before they are going to be completely off now.

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Well she's still got still but some of it in focus hasn't it.

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So let's go into here and make sure that the camera itself has the appropriate object.

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You know what I'm going to do my queen this time round so let's go into the three of you go to the camera

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of you shift and F to move around the scene.

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And that's a bit odd.

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We still got something else selected.

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That's just to shift and F again.

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Michelle looking through the camera.

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I'm going to presume that.

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Funny movement is because it's just parents it's going to clear the parents.

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And my cameras disappeared somewhere else Where's our scene or there is over there.

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Wow that really did disappear.

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So was zooming back to our scene now all.

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Well that's a funny angle isn't it.

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So that's come around here.

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I yes my camera's got some funny rotations on it so I'm just going to clear those rotations and then

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find ourselves the right spot moving a bit quickly here so I'm going to use my scroll wheel to adjust

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it accordingly.

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Still moving a bit quick Fairy galgut a bit more granular control now.

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Now there is still a bit of rotation on this why here so I'm going to clear that down.

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And I'm just wondering whether my board or pieces has a rotation on it.

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Yes it does.

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Now that's what was confusing me.

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Let's go back to the camera.

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Right now we can set it up in an appropriate location.

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I focus on my queen I think.

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Yes something like that that's what I'm going to go for there.

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So on the camera itself of course we need to focus on something.

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So I'm going to focus on the Queen the low poly queen there and let's just do an initial render to see

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how that is looking.

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And post-processing OK.

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So the queen has some areas in focus so we're not far away from what we need.

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Let's go to the node edita now and will the f-stop I could increase that ever so slightly.

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So if we went to 18 it will immediately start redoing it which is good.

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And I'm going to increase my threshold is when can I go up to 10 on this if I can keep more of that

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in focus.

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That's starting to look much better.

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And increase this one small.

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It is a balance between all of these little bits and bobs and until you get what you want.

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I'm like that that's that's in focus enough for me.

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Has it got any funny edges.

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It's got a little bit around the gist here.

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So we could probably increase the threshold just a little bit more so maybe 15.

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There you go.

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That's that's artefact out away but has everything else now come into focus.

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It has.

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So let's lower that down to maybe 12.

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Yeah that's that's better now that the max Bleu here we can increase as well but we do be careful if

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you increase it too much.

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It's going to cause it just to take longer.

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It's as simple as that.

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But there we go we've now got complete isolation.

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That's probably a little bit too far.

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I'm going to bring that back down to maybe 20.

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I think it was on 16 before again going backwards and forwards and just iterating these.

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There we go.

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That's really focussed in on the queen there and everything else is a little bit blurry.

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I'm happy that I'm going to go ahead and save that as an image and then make sure it's in my renders

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folder and I'm going to call this chest.

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Depth of field and a longer pope dash there and a queen that's one that I showed off earlier on.

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So now I've got this one and this one.

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And of course you can go ahead and make some wonderful compositions now that you know how to do the

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depth of field looking really forward to seeing what you guys come up with.

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What did you focus on.

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Perhaps you've arranged your scene as well.

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You know if you've got a piece that's been knocked flying I can't wait to see ones like that.

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But with the depth of field there as well you can really start bringing the whole board to life.

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Looking forward to seeing them remember to share them I do love seeing your work and so do the other

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students as well.

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And I'll see you all in the next video.
