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blender-manual-2.49a-1ark.i586.rpm

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
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><H1
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>Filters</H1
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><H2
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>Anti Noise Filter</H2
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>&#13;&#60;filter type="antinoise" name="Anti Noise" radius = "1.000000" max_delta = "0.100000"&#62;
&#60;/filter&#62;
                         
                         </PRE
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>&#13;		 <TT
CLASS="literal"
>type-antinoise</TT
>: Post
		 processes the rendered image, reducing noise resulting from too few
		 pathlight, hemilight, or conetraced samples 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>name</TT
>: Name of the filter 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>radius</TT
>: Amount of blur to
		 apply to the areas considered to have noise 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>max_delta</TT
>: Tolerance setting for noise. With higher
		 values, more of the image will be considered 'noise' &#38; will have
		 the blur applied to them. 
            </P
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>Depth of Field Filter</H2
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>&#13;&#60;filter type="dof" name="dof" focus = "12.5" near_blur ="10.000000" far_blur ="10.000000" scale ="2.000000"&#62;
&#60;/filter&#62;
                         
                         </PRE
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>&#13;		 <TT
CLASS="literal"
>type-dof</TT
>: Post processes
		 the rendered image, using depth information to apply an out of focus
		 effect 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>name</TT
>: Name of the filter 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>focus</TT
>: Distance from the
		 camera that is in focus (objects further away &#38; closer than this
		 point will be out of focus) 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>near_blur</TT
>: Amount to blur
		 objects in front of the focus point. 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>far_blur</TT
>: Amount to blur
		 objects behind the focus point. 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>scale</TT
>: Scales the area that is in focus. Higher values
		 will decrease the effect of depth of field as the out of focus areas
		 are pushed away from the focus area. 
            </P
></LI
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><P
>&#13;		The Depth of Field filter is a 2D filter, ie a post processing
		technique, &#38; as such, has advantages &#38; disadvantages. It uses
		the rendered image, plus a Z Buffer (which tells the filter how far
		away each pixel is from the camera) to figure out which pixels are
		blurred or not blurred.
        </P
><P
>&#13;		because its a 2D effect it has the advantage of being extremely
		quick. However there are a few disadvantages:
        </P
><P
>&#13;		Reflections are not blurred correctly, if you look at a reflection
		, you'll notice that the reflection's blur is based on the distance
		from the camera of the <I
CLASS="emphasis"
>reflection plane</I
>, not the <I
CLASS="emphasis"
>object in
		the reflection</I
>
        </P
><P
>&#13;		Because the DOF is done on a 2D image, rather than a 3D scene, the
		blur cannot know what is behind any given object, therefore often the
		edges of an extremely blurred object in the foreground will look
		smudgy or dirty.
        </P
><P
>&#13;		If you keep these limitations in mind, the Depth of Field filter
		can produce great looking Depth of Field effects very quickly.
        </P
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