Artwork

Content provided by Grant Kay. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Grant Kay or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.
Player FM - Podcast App
Go offline with the Player FM app!

Depth of Field Blurring with Physical Defocus - Part 2 - Flame 2021

17:18
 
Share
 

Manage episode 259011658 series 1272072
Content provided by Grant Kay. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Grant Kay or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

In part 1 of the Physical Defocus series, you learnt how to create depth of field blurring in an Action 3D composite that consisted of 3D objects.

So if you were building your compositions within Flame’s 3D environment, The controls are really easy and quick to use.

In part 2 of this series, You’ll examine another scenario where you could have been provided with CG render passes from a 3D application and you need to add depth of field blurring.

In this situation, we’ll discuss two potential workflows With Batch and Action.

  continue reading

447 episodes

Artwork
iconShare
 
Manage episode 259011658 series 1272072
Content provided by Grant Kay. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Grant Kay or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

In part 1 of the Physical Defocus series, you learnt how to create depth of field blurring in an Action 3D composite that consisted of 3D objects.

So if you were building your compositions within Flame’s 3D environment, The controls are really easy and quick to use.

In part 2 of this series, You’ll examine another scenario where you could have been provided with CG render passes from a 3D application and you need to add depth of field blurring.

In this situation, we’ll discuss two potential workflows With Batch and Action.

  continue reading

447 episodes

All episodes

×
 
Loading …

Welcome to Player FM!

Player FM is scanning the web for high-quality podcasts for you to enjoy right now. It's the best podcast app and works on Android, iPhone, and the web. Signup to sync subscriptions across devices.

 

Quick Reference Guide