<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"> <HTML ><HEAD ><TITLE >Filters</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="Blender Documentation Volume I - User Guide" HREF="book1.html"><LINK REL="UP" TITLE="YafRay" HREF="c11488.html"><LINK REL="PREVIOUS" TITLE="Render" HREF="x12169.html"><LINK REL="NEXT" TITLE="Glossary" HREF="g12247.html"></HEAD ><BODY CLASS="section" BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000FF" VLINK="#840084" ALINK="#0000FF" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="x12169.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" >YafRay</TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="g12247.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="section" ><H1 CLASS="section" ><A NAME="section_yafray_filters" ></A >Filters</H1 ><DIV CLASS="section" ><H2 CLASS="section" ><A NAME="section_yafray_filters_antinoise" ></A >Anti Noise Filter</H2 ><TABLE BORDER="0" BGCOLOR="#E0E0E0" WIDTH="100%" ><TR ><TD ><PRE CLASS="programlisting" > <filter type="antinoise" name="Anti Noise" radius = "1.000000" max_delta = "0.100000"> </filter> </PRE ></TD ></TR ></TABLE ><P ></P ><UL ><LI ><P > <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 > <TT CLASS="literal" >name</TT >: Name of the filter </P ></LI ><LI ><P > <TT CLASS="literal" >radius</TT >: Amount of blur to apply to the areas considered to have noise </P ></LI ><LI ><P > <TT CLASS="literal" >max_delta</TT >: Tolerance setting for noise. With higher values, more of the image will be considered 'noise' & will have the blur applied to them. </P ></LI ></UL ></DIV ><DIV CLASS="section" ><H2 CLASS="section" ><A NAME="section_yafray_filters_dof" ></A >Depth of Field Filter</H2 ><TABLE BORDER="0" BGCOLOR="#E0E0E0" WIDTH="100%" ><TR ><TD ><PRE CLASS="programlisting" > <filter type="dof" name="dof" focus = "12.5" near_blur ="10.000000" far_blur ="10.000000" scale ="2.000000"> </filter> </PRE ></TD ></TR ></TABLE ><P ></P ><UL ><LI ><P > <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 > <TT CLASS="literal" >name</TT >: Name of the filter </P ></LI ><LI ><P > <TT CLASS="literal" >focus</TT >: Distance from the camera that is in focus (objects further away & closer than this point will be out of focus) </P ></LI ><LI ><P > <TT CLASS="literal" >near_blur</TT >: Amount to blur objects in front of the focus point. </P ></LI ><LI ><P > <TT CLASS="literal" >far_blur</TT >: Amount to blur objects behind the focus point. </P ></LI ><LI ><P > <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 ></UL ><P > The Depth of Field filter is a 2D filter, ie a post processing technique, & as such, has advantages & 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 > because its a 2D effect it has the advantage of being extremely quick. However there are a few disadvantages: </P ><P > 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 > 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 > If you keep these limitations in mind, the Depth of Field filter can produce great looking Depth of Field effects very quickly. </P ></DIV ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="x12169.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="book1.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="g12247.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >Render</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="c11488.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Glossary</TD ></TR ></TABLE ></DIV ></BODY ></HTML >