Tool Kit 2: Depth of Field This tutorial came at the perfect time for me as I was already messing around with depth of field in test scenes trying to understand it. This tutorial made it a lot clearer how to use it and how powerful it is as a system in Arnold. There is a lot of functionality in the Arnold camera and as such there is a lot of renders below to show each of the settings. First is the Filter map a system that works as a sort of vignette to the camera. A well as a load of setting to do with the shape of the blur including aperture blades as well as aperture aspect ratio. These can creating interesting effects if used in a stylistic manner. The main settings in the tutorial where Focus distance and Aperture size as there control how much of the scene is in focus and where in the z axes this area sits. Filter Map. Depth of Field 1. Aperture Blades : 3. Depth of Field 2.
Hey Torran,
ReplyDeleteI got there eventually, got all the bases covered with this OGR, well done.
The Romans popularised/ developed the dome in architecture as a way to span large distances whilst reducing supporting structures such as columns, the Pantheon in Rome is still the largest concrete dome in the world
https://en.wikipedia.org/wiki/Pantheon,_Rome
Try not to limit yourself to explopring classical architecture. The text is really descriptive in regards to materiality check out "The Shed" in New York , an expanding performance space:
https://theshed.org/
https://en.wikipedia.org/wiki/The_Shed_(arts_center)
This uses modern materials to create a crystaline box that appears to be draped with fabric.
Or, the UK pavilion in Shanghai,
http://www.heatherwick.com/projects/spaces/uk-pavilion/
Have a play with classical elements and modern materials, maybe use a bit of photo bashing to quickly experiment with ideas.
Also look at how light will interact with those shpes and materials.