From the course: Nuke New Features Consolidated
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ZDefocus: Changing the bokeh appearance - Nuke Tutorial
From the course: Nuke New Features Consolidated
ZDefocus: Changing the bokeh appearance
- [Steve] In the previous ZDefocus node tutorial, we took a quick look at the Bokeh settings. In this tutorial, we'll dive in for a much closer look to see the amazing amount of control you have to dial in the look of a lens bokeh. I'll be using this city lights picture that has this depth Z channel already built-in. To get my ZDefocus node, I'll just use the tab search. Z-D, there it is. Ah, all set. And because the image has a depth channel, I already get a default defocus. We'll be looking at all three of these filter types right here starting with the disc filter. The first parameter of the filter shape determines whether the bokeh is a hard circle or a soft fuzzy blob, so as you move towards zero, it becomes just a gaussian curve. Back to one, a sharp disc. The aspect ratio will squeeze it vertically or stretch it horizontally, so you're covered whether you're working on anamorphic plates or you're working flat and going out to anamorphic. Next, the blade filter type. This refers…
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Contents
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ZDefocus: Setting the depth of field5m 27s
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ZDefocus: Adding a bokeh6m 1s
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ZDefocus: Changing the bokeh appearance2m 54s
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ZDefocus: Adding filter inputs3m 45s
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SplineWarp: Drawing and connecting splines6m 56s
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SplineWarp: Creating a warp4m 23s
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SplineWarp: Setting boundary splines3m 37s
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SplineWarp: Creating a morph8m 3s
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SplineWarp: Refining the morph animation4m 59s
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Deep compositing: Introduction to deep compositing5m 51s
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Deep compositing: Editing deep images6m 57s
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Deep compositing: Deep compositing nodes7m 38s
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How to generate motion vectors2m 26s
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Editing clips together with the TimeClip node5m 25s
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Alembic geometry: Importing Alembic geometry6m 1s
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Alembic geometry: Selecting geometry with the Scenegraph4m 46s
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Alembic geometry: Exporting Alembic geometry4m 17s
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PointCloudGenerator: Creating dense point clouds4m 36s
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PointCloudGenerator: Setting keyframes4m 50s
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PointCloudGenerator: Post-filtering and grouping6m 34s
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DepthGenerator: Creating depth passes4m 39s
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DepthGenerator: Refining the depth data3m 52s
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DepthToPoints: Creating a point cloud from a depth channel6m 15s
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DepthToPosition: Creating a position pass from a depth channel5m 30s
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Converting a point in screen space to a 3D point3m 15s
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Displacement node: Basic workflow3m 28s
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Displacement node: Adjusting tessellation5m 25s
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Shifting the timing of an entire node tree2m 3s
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Shadow casting: Basic setup5m 7s
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Shadow casting: Semitransparent shadows2m 54s
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Relighting a CGI render with the normal pass5m 18s
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