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	<updated>2026-06-16T21:56:12Z</updated>
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		<id>https://wiki.secondlife.com/w/index.php?title=Arts_and_Culture&amp;diff=1147568</id>
		<title>Arts and Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Arts_and_Culture&amp;diff=1147568"/>
		<updated>2011-06-26T16:35:18Z</updated>

		<summary type="html">&lt;p&gt;Jjccc Coronet: /* ARTS AND CULTURE IN SECOND LIFE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Community=*}}&lt;br /&gt;
==ARTS AND CULTURE IN SECOND LIFE==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Rich Creative Medium, an International Audience&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Second Life is the future right now, offering endless possibilities for artists.&amp;quot;&lt;br /&gt;
— Nick Rhodes, Duran Duran &lt;br /&gt;
: {{KBvideo|Au-Y10zhbz0|640|385|type=youtube}}&lt;br /&gt;
===Writers and Authors===&lt;br /&gt;
Second Life has become a great place for writers and authors over the past two years, with everything they could need whether they&#039;re hobbyists, aspiring authors or bestselling authors. One of the largest active projects for writers is The Written Word with over 1,000 members in its associated groups and activities from open mics, workshops and socialising, through to televised interviews with bestselling authors, and free spaces for publishers who invite submissions. Visit the website to find out more and come along to be given links to more of the growing number of writing projects on Second Life. http://www.writtenword.org.uk&lt;br /&gt;
&lt;br /&gt;
===Creative People=== &lt;br /&gt;
Artists of all kinds have found a powerful new medium for creative expression in Second Life. Dancers, theater artists, painters, graphic designers, photographers and architects use the Second Life platform to develop exciting new work and expand their audience.  Second Life is a new canvas with infinite possibilities.   &lt;br /&gt;
&lt;br /&gt;
===Artists=== &lt;br /&gt;
The virtual world offers artists an extraordinary creative medium. The embedded building and scripting tools allow artists to add multi-dimensionality to their work — light, sound, 3-D sculpting and motion. And, Second Life is an ideal format for sharing that work. On any given day, hundreds of inworld galleries and museums are host to shows by artists from around the world, displaying everything from photography to paintings, the real to surreal. For an up-to-date list of art galleries in Second Life, see http://sasun.info/ArtGalleriesOfSL.aspx.&lt;br /&gt;
&lt;br /&gt;
===Architects=== &lt;br /&gt;
Second Life is an ever-expanding world filled with diverse environments, from cityscapes to fantasy lands, all created by the Residents. It&#039;s an architect&#039;s paradise. There are no limits to what you can create — scale models of real-world houses or fantastical structures unbounded by physics. Builders can work simultaneously on the same project, and all members of a team can see the work as it develops then tweak it on the fly. Real-world clients can walk through a virtual model of their home. Second Life can help Architects visualize, prototype, build, and then sell a project.&lt;br /&gt;
&lt;br /&gt;
===Creative Tools=== &lt;br /&gt;
Built-in, easy to use creative tools give Residents the power to change the world. Professionals and beginners alike can quickly learn to make anything from hairstyles to houses, personal photo galleries to interactive art installations. Second Life offers an environment unlike any other, merging many of the best qualities of the Web, online games, social networking, user-generated content, creativity applications and telecommunications technologies. Residents also benefit from these tools and features:&lt;br /&gt;
&lt;br /&gt;
===Build &amp;amp; Script=== &lt;br /&gt;
Residents use simple 3-D modeling tools embedded in the Second Life platform to create clothes, buildings, landscapes, sculptures and whatever else they can imagine, and they can animate objects and avatars using the built-in scripting language. Because everything happens in real time, creative work can be highly collaborative.&lt;br /&gt;
&lt;br /&gt;
===Images &amp;amp; Textures=== &lt;br /&gt;
It&#039;s easy to convert digital photos and designs from popular graphics applications into an Second Life-compatible format and import them to the Second Life servers. All images can be applied as &amp;quot;textures&amp;quot; to objects and avatars for an infinite variety of creative results.&lt;br /&gt;
&lt;br /&gt;
===Audio &amp;amp; Video===&lt;br /&gt;
The Second Life platform supports streaming media, and enabling it is as easy as copying and pasting the artist&#039;s media server URL into a control panel. Theater artists, dancers, musicians, and spoken word acts can put on live or prerecorded performances inworld.&lt;br /&gt;
&lt;br /&gt;
===Intellectual Property Rights=== &lt;br /&gt;
Linden Lab, the makers of Second Life, decided in 2003 to break away from industry standards and allow users to have intellectual property rights over what they create in-world. Built-in features allow creators to label work as their own and flag it with the level of copy permissions they want to assert over their work, e.g., all-rights reserved or freely modifiable and transferable.  You own your work, so you can sell it, swap it, hang it in your virtual mansion and enjoy it.  &lt;br /&gt;
&lt;br /&gt;
===Micropayment System=== &lt;br /&gt;
Since you own the rights to your work, you can sell and trade your objects, scripts, and animations for pleasure or profit. The inworld micropayment system (Linden Dollars) allows you to easily pay other avatars for products, services and entertainment. Similarly, the audience at a performance, concert, or film screening can pay a &amp;quot;tip jar,&amp;quot; or event organizers can charge for admission. Some talented Residents have been able to quit their day job and live off what they make selling their goods and services in Second Life.&lt;br /&gt;
&lt;br /&gt;
Second Life offers professionals and amateurs alike a vast canvas for imaginative expression. Theater artists, dancers, painters, musicians, designers, sculptors, and creative people from around the globe have already made their mark on the virtual world, and the wonders have only just begun.&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>Jjccc Coronet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Depth_of_field&amp;diff=1141020</id>
		<title>Depth of field</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Depth_of_field&amp;diff=1141020"/>
		<updated>2011-04-18T10:22:44Z</updated>

		<summary type="html">&lt;p&gt;Jjccc Coronet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
== What is &amp;quot;depth of field&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Depth of field (&amp;quot;DOF&amp;quot; for short) is an &#039;&#039;experimental&#039;&#039; graphics feature introduced to the Second Life &amp;quot;Mesh Import Project&amp;quot; Viewer in late November 2010.&#039;&#039;&#039; This page aims to explain what the effect does, how it might change in the future, and what debug settings control it and what they mean.&lt;br /&gt;
&lt;br /&gt;
DOF simulates the [http://en.wikipedia.org/wiki/Depth_of_field real-world optical effect with the same name], a photographic effect caused by a lens focusing on a particular subject. There are two planes to consider — a near focal plane and a far focal plane.  When an object is between the far focal plane and near focal plane, it is considered to be in-focus. The human eye is subject to depth of field, but because the field of view of Second Life is more similar to a camera, the in-world depth of field effect is modeled after a 35mm camera with a focal length of 50mm.&lt;br /&gt;
&lt;br /&gt;
DOF can be used to creatively draw attention to a scene&#039;s focal area, and is already used in many popular games. DOF&#039;s creative possibilities are appealing to artists like photographers and machinimatographers.&lt;br /&gt;
&lt;br /&gt;
Here are some example videos from Residents:&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|Y-AK3t_sqe4|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|41zDmAZxlZU|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|hsFLVBG3ykE|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|PKz81Q7mRGw|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|3ZDMRVkGQG4|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|YZQMptFVcz0|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|C139ZBcKMQc|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== How can I see the depth of field effect? ==&lt;br /&gt;
&lt;br /&gt;
DOF is on by default with no ability to disable whenever &#039;&#039;&#039;Lighting and Shadows&#039;&#039;&#039; (including with &#039;&#039;&#039;Ambient Occlusion&#039;&#039;&#039; on) is enabled. If you don&#039;t see it, specific steps to enable and control it are below.&lt;br /&gt;
&lt;br /&gt;
DOF and the other graphical effects that must be enabled to see it are collectively taxing, and are best enjoyed with a graphics card and computer system that significantly exceeds the [http://secondlife.com/support/system-requirements/ System Recommendations].&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|DOF and other experimental graphics features are &#039;&#039;formally unsupported&#039;&#039; — meaning, &#039;&#039;don&#039;t&#039;&#039; count on them to work. Crashes and other system instability may result. Furthermore, these features are subject to change, and their rendered appearance may change from version to version. Feel free to share your findings with fellow enthusiasts, but otherwise, you&#039;re pretty much on your own. You should be comfortable tinkering with Second Life settings before going further.}}&lt;br /&gt;
&lt;br /&gt;
This video tutorial shows you the following steps:&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|OOHFNywu22I|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
# Download and install the a &#039;&#039;&#039;[http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/latest.html Mesh Development Build]&#039;&#039;&#039; with DOF.&lt;br /&gt;
#* If it&#039;s &amp;quot;[http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/rev/215872/index.html 2.4.0 (215872)]&amp;quot; or higher, it should include DOF; the &amp;quot;Mesh Import Project Viewer&amp;quot; doesn&#039;t yet have DOF. Note that if there&#039;s no good latest build with DOF, you need to use an &#039;&#039;&#039;Old Build&#039;&#039;&#039;.&lt;br /&gt;
# Start the special Viewer and login.&lt;br /&gt;
#* If you want to use DOF on the main grid, you&#039;ll need to change grids before logging in: press {{k|Ctrl|Shift|G}} on the login screen or check &#039;&#039;&#039;Show Grid Selection at login&#039;&#039;&#039; in {{win|Preferences}}&#039; &#039;&#039;&#039;Advanced&#039;&#039;&#039; tab, then choose &amp;lt;code&amp;gt;Agni&amp;lt;/code&amp;gt; from the dropdown menu.&lt;br /&gt;
# Choose &#039;&#039;&#039;Me&#039;&#039;&#039; menu &amp;gt; &#039;&#039;&#039;Preferences&#039;&#039;&#039;.&lt;br /&gt;
# In the {{win|Preferences}} window, click &#039;&#039;&#039;Graphics&#039;&#039;&#039; tab.&lt;br /&gt;
#* You&#039;ll probably want to set the &#039;&#039;&#039;Quality and speed&#039;&#039;&#039; slider to &#039;&#039;&#039;Ultra&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;Advanced&#039;&#039;&#039; button to show additional options.&lt;br /&gt;
# Check &#039;&#039;&#039;Atmospheric shaders&#039;&#039;&#039; and &#039;&#039;&#039;Lighting and Shadows&#039;&#039;&#039; (if they aren&#039;t already enabled).&lt;br /&gt;
#* To enhance DOF, check &#039;&#039;&#039;Ambient Occlusion&#039;&#039;&#039; and set &#039;&#039;&#039;Shadows&#039;&#039;&#039; to &#039;&#039;&#039;Sun/Moon&#039;&#039;&#039; or &#039;&#039;&#039;Sun/Moon + Projectors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How do I customize my DOF settings? ==&lt;br /&gt;
&lt;br /&gt;
# Enable [[Advanced|&#039;&#039;&#039;Advanced&#039;&#039;&#039; menu]].&lt;br /&gt;
# Choose &#039;&#039;&#039;Advanced&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Show Debug Settings&#039;&#039;&#039;.&lt;br /&gt;
# Enter a DOF setting (it autocompletes) and change its value.&lt;br /&gt;
&lt;br /&gt;
The settings are:&lt;br /&gt;
&lt;br /&gt;
{{red|These have changed in newer builds (like 2.5.0 (216627) and higher), please update and cleanup}} &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;strike&amp;gt;&#039;&#039;&#039;CameraCoC&#039;&#039;&#039; - &amp;quot;Camera [http://en.wikipedia.org/wiki/Circle_of_confusion circle of confusion] for DoF effect (in millimeters)&amp;quot; The most misunderstood value, a &amp;quot;circle of confusion&amp;quot; can be thought of as a constant that describes the resolution of a particular image. Currently, the viewer uses 0.05 everywhere, which seems to be a good approximation for 1080p. 35mm film has a typical CoC of 0.03. Image size, subject distance, lighting, etc. can all affect CoC, but for the purposes of the Second Life approximation of depth of field, a larger CoC will cause the near and far focal planes to be further apart (more forgiving of what&#039;s &amp;quot;in focus&amp;quot;) and a smaller CoC will cause the planes to be closer together (less forgiving about what&#039;s &amp;quot;in focus&amp;quot;). In general, you should set this to a constant number for a given resolution and leave it.&amp;lt;/strike&amp;gt;&lt;br /&gt;
* &amp;lt;strike&amp;gt;&#039;&#039;&#039;CameraAspectRatio&#039;&#039;&#039; - &amp;quot;Camera aspect ratio for DoF effect&amp;quot; -- Set this to the aspect ratio of the camera you&#039;re modelling.  For example, a 35mm camera has an aspect ratio of 3:2 (1.5).  Second Life will use this as a frame of reference for how field of view and focal length must be adjusted depending on window size.&amp;lt;/strike&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraFieldOfView&#039;&#039;&#039; - &amp;quot;Vertical camera field of view for DoF effect (in degrees)&amp;quot; -- The default FoV for the camera you&#039;re trying to simulate.  Second Life will use this as a frame of reference for adjusting focal length as the in-world field of view changes.&lt;br /&gt;
* &#039;&#039;&#039;CameraFNumber&#039;&#039;&#039; - &amp;quot;Camera [http://en.wikipedia.org/wiki/F_number f-number] value for DoF effect&amp;quot; This is a simulated f-stop as you&#039;d see on a camera with and adjustable aperture. A typical 35mm lens might have a range of f/2 to f/22. The smaller the number, the wider the aperture. In general, a smaller f-number will result in a narrower depth of field. When trying to tune depth of field for a particular image, this is the number to modify.&lt;br /&gt;
* &#039;&#039;&#039;CameraFocalLength&#039;&#039;&#039; - &amp;quot;Camera [http://en.wikipedia.org/wiki/Focal_length focal length] for DoF effect (in millimeters)&amp;quot; Different cameras have different focal lengths (the distance from the outer camera lens to the film). In general, a shorter focal length will result in a closer hyperfocal plane — that is, the subject distance at which the far focal plane approaches infinity.  You should choose what kind of camera you&#039;re modeling and set CameraFocalLength to the focal length of that camera and leave it.  Adjusting field of view will lengthen or shorten the simulated focal length appropriately to simulate the use of a zoom lens. [http://en.wikipedia.org/wiki/Hyperfocal_distance Learn more about hyperfocal distance].&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
# Set &#039;&#039;&#039;CameraFocalLength&#039;&#039;&#039; to &amp;lt;code&amp;gt;200.000&amp;lt;/code&amp;gt;.&lt;br /&gt;
#{{k|Alt}}-click on your avatar to center that point and give it focus, and observe distant objects.&lt;br /&gt;
* &#039;&#039;&#039;CameraFocusTransitionTime&#039;&#039;&#039; - How many seconds it takes the camera to transition between focal distances.&lt;br /&gt;
&lt;br /&gt;
== How do I get tilt-shift effects? ==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tilt_shift Tilt-shift photography] is popularly used for simulating miniature scenes. Try these settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CameraAspectRatio&#039;&#039;&#039; = &amp;lt;code&amp;gt;1.500&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraFieldOfView&#039;&#039;&#039; = &amp;lt;code&amp;gt;135.000&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraFNumber&#039;&#039;&#039; = &amp;lt;code&amp;gt;4.000&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraFocalLength&#039;&#039;&#039; = &amp;lt;code&amp;gt;1000.000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And remember to {{k|Alt}}-click to focus. Your end result can [http://www.flickr.com/photos/torley/5263631026/sizes/l/ look like this].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* 2010-12-04 - &#039;&#039;&#039;[http://lunajubilee.com/2010/12/04/bootcamp-depth-of-field/ BootCamp: Depth of Field]&#039;&#039;&#039; by Luna Jubilee and Express Zenovka.&lt;br /&gt;
* 2010-12-02 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/community/tnt/blog/2010/12/02/tip-experimental-depth-of-field-camera-blur-effect Blog post pointing here]&#039;&#039;&#039; by [[Torley|Torley Linden]].&lt;br /&gt;
* 2010-11-30 - &#039;&#039;&#039;[http://nwn.blogs.com/nwn/2010/11/second-life-depth-of-field.html Coming Soon to Second Life (Maybe): Depth of Field]&#039;&#039;&#039; from New World Notes.&lt;br /&gt;
* 2010-11-30 - &#039;&#039;&#039;[https://lists.secondlife.com/pipermail/opensource-dev/2010-November/004711.html Further details]&#039;&#039;&#039; in a message sent by Nyx Linden to [[OpenSource-Dev]] mailing list.&lt;br /&gt;
* 2010-11-24 - &#039;&#039;&#039;[http://bit.ly/gKq3VD Tips on using DOF]&#039;&#039;&#039; from Aki Shichiroji and others on SLUniverse.&lt;br /&gt;
* 2010-11-24 - &#039;&#039;&#039;[http://hg.secondlife.com/mesh-development/changeset/2d5dc12d4385 DOF introduced into the Viewer code]&#039;&#039;&#039; by Runitai Linden.&lt;/div&gt;</summary>
		<author><name>Jjccc Coronet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Depth_of_field&amp;diff=1138328</id>
		<title>Depth of field</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Depth_of_field&amp;diff=1138328"/>
		<updated>2011-03-24T02:03:13Z</updated>

		<summary type="html">&lt;p&gt;Jjccc Coronet: /* What is &amp;quot;depth of field&amp;quot;? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
== What is &amp;quot;depth of field&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Depth of field (&amp;quot;DOF&amp;quot; for short) is an &#039;&#039;experimental&#039;&#039; graphics feature introduced to the Second Life &amp;quot;Mesh Import Project&amp;quot; Viewer in late November 2010.&#039;&#039;&#039; This page aims to explain what the effect does, how it might change in the future, and what debug settings control it and what they mean.&lt;br /&gt;
&lt;br /&gt;
DOF simulates the [http://en.wikipedia.org/wiki/Depth_of_field real-world optical effect with the same name], a photographic effect caused by a lens focusing on a particular subject. There are two planes to consider — a near focal plane and a far focal plane.  When an object is between the far focal plane and near focal plane, it is considered to be in-focus. The human eye is subject to depth of field, but because the field of view of Second Life is more similar to a camera, the in-world depth of field effect is modeled after a 35mm camera with a focal length of 50mm.&lt;br /&gt;
&lt;br /&gt;
DOF can be used to creatively draw attention to a scene&#039;s focal area, and is already used in many popular games. DOF&#039;s creative possibilities are appealing to artists like photographers and machinimatographers.&lt;br /&gt;
&lt;br /&gt;
Here are some example videos from Residents:&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|Y-AK3t_sqe4|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|41zDmAZxlZU|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|hsFLVBG3ykE|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|PKz81Q7mRGw|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|3ZDMRVkGQG4|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|YZQMptFVcz0|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== How can I see the depth of field effect? ==&lt;br /&gt;
&lt;br /&gt;
DOF is on by default with no ability to disable whenever &#039;&#039;&#039;Lighting and Shadows&#039;&#039;&#039; (including with &#039;&#039;&#039;Ambient Occlusion&#039;&#039;&#039; on) is enabled. If you don&#039;t see it, specific steps to enable and control it are below.&lt;br /&gt;
&lt;br /&gt;
DOF and the other graphical effects that must be enabled to see it are collectively taxing, and are best enjoyed with a graphics card and computer system that significantly exceeds the [http://secondlife.com/support/system-requirements/ System Recommendations].&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|DOF and other experimental graphics features are &#039;&#039;formally unsupported&#039;&#039; — meaning, &#039;&#039;don&#039;t&#039;&#039; count on them to work. Crashes and other system instability may result. Furthermore, these features are subject to change, and their rendered appearance may change from version to version. Feel free to share your findings with fellow enthusiasts, but otherwise, you&#039;re pretty much on your own. You should be comfortable tinkering with Second Life settings before going further.}}&lt;br /&gt;
&lt;br /&gt;
This video tutorial shows you the following steps:&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|OOHFNywu22I|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
# Download and install the a &#039;&#039;&#039;[http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/latest.html Mesh Development Build]&#039;&#039;&#039; with DOF.&lt;br /&gt;
#* If it&#039;s &amp;quot;[http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/rev/215872/index.html 2.4.0 (215872)]&amp;quot; or higher, it should include DOF; the &amp;quot;Mesh Import Project Viewer&amp;quot; doesn&#039;t yet have DOF. Note that if there&#039;s no good latest build with DOF, you need to use an &#039;&#039;&#039;Old Build&#039;&#039;&#039;.&lt;br /&gt;
# Start the special Viewer and login.&lt;br /&gt;
#* If you want to use DOF on the main grid, you&#039;ll need to change grids before logging in: press {{k|Ctrl|Shift|G}} on the login screen or check &#039;&#039;&#039;Show Grid Selection at login&#039;&#039;&#039; in {{win|Preferences}}&#039; &#039;&#039;&#039;Advanced&#039;&#039;&#039; tab, then choose &amp;lt;code&amp;gt;Agni&amp;lt;/code&amp;gt; from the dropdown menu.&lt;br /&gt;
# Choose &#039;&#039;&#039;Me&#039;&#039;&#039; menu &amp;gt; &#039;&#039;&#039;Preferences&#039;&#039;&#039;.&lt;br /&gt;
# In the {{win|Preferences}} window, click &#039;&#039;&#039;Graphics&#039;&#039;&#039; tab.&lt;br /&gt;
#* You&#039;ll probably want to set the &#039;&#039;&#039;Quality and speed&#039;&#039;&#039; slider to &#039;&#039;&#039;Ultra&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;Advanced&#039;&#039;&#039; button to show additional options.&lt;br /&gt;
# Check &#039;&#039;&#039;Atmospheric shaders&#039;&#039;&#039; and &#039;&#039;&#039;Lighting and Shadows&#039;&#039;&#039; (if they aren&#039;t already enabled).&lt;br /&gt;
#* To enhance DOF, check &#039;&#039;&#039;Ambient Occlusion&#039;&#039;&#039; and set &#039;&#039;&#039;Shadows&#039;&#039;&#039; to &#039;&#039;&#039;Sun/Moon&#039;&#039;&#039; or &#039;&#039;&#039;Sun/Moon + Projectors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How do I customize my DOF settings? ==&lt;br /&gt;
&lt;br /&gt;
# Enable [[Advanced|&#039;&#039;&#039;Advanced&#039;&#039;&#039; menu]].&lt;br /&gt;
# Choose &#039;&#039;&#039;Advanced&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Show Debug Settings&#039;&#039;&#039;.&lt;br /&gt;
# Enter a DOF setting (it autocompletes) and change its value.&lt;br /&gt;
&lt;br /&gt;
The settings are:&lt;br /&gt;
&lt;br /&gt;
{{red|These have changed in newer builds (like 2.5.0 (216627) and higher), please update and cleanup}} &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;strike&amp;gt;&#039;&#039;&#039;CameraCoC&#039;&#039;&#039; - &amp;quot;Camera [http://en.wikipedia.org/wiki/Circle_of_confusion circle of confusion] for DoF effect (in millimeters)&amp;quot; The most misunderstood value, a &amp;quot;circle of confusion&amp;quot; can be thought of as a constant that describes the resolution of a particular image. Currently, the viewer uses 0.05 everywhere, which seems to be a good approximation for 1080p. 35mm film has a typical CoC of 0.03. Image size, subject distance, lighting, etc. can all affect CoC, but for the purposes of the Second Life approximation of depth of field, a larger CoC will cause the near and far focal planes to be further apart (more forgiving of what&#039;s &amp;quot;in focus&amp;quot;) and a smaller CoC will cause the planes to be closer together (less forgiving about what&#039;s &amp;quot;in focus&amp;quot;). In general, you should set this to a constant number for a given resolution and leave it.&amp;lt;/strike&amp;gt;&lt;br /&gt;
* &amp;lt;strike&amp;gt;&#039;&#039;&#039;CameraAspectRatio&#039;&#039;&#039; - &amp;quot;Camera aspect ratio for DoF effect&amp;quot; -- Set this to the aspect ratio of the camera you&#039;re modelling.  For example, a 35mm camera has an aspect ratio of 3:2 (1.5).  Second Life will use this as a frame of reference for how field of view and focal length must be adjusted depending on window size.&amp;lt;/strike&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraFieldOfView&#039;&#039;&#039; - &amp;quot;Vertical camera field of view for DoF effect (in degrees)&amp;quot; -- The default FoV for the camera you&#039;re trying to simulate.  Second Life will use this as a frame of reference for adjusting focal length as the in-world field of view changes.&lt;br /&gt;
* &#039;&#039;&#039;CameraFNumber&#039;&#039;&#039; - &amp;quot;Camera [http://en.wikipedia.org/wiki/F_number f-number] value for DoF effect&amp;quot; This is a simulated f-stop as you&#039;d see on a camera with and adjustable aperture. A typical 35mm lens might have a range of f/2 to f/22. The smaller the number, the wider the aperture. In general, a smaller f-number will result in a narrower depth of field. When trying to tune depth of field for a particular image, this is the number to modify.&lt;br /&gt;
* &#039;&#039;&#039;CameraFocalLength&#039;&#039;&#039; - &amp;quot;Camera [http://en.wikipedia.org/wiki/Focal_length focal length] for DoF effect (in millimeters)&amp;quot; Different cameras have different focal lengths (the distance from the outer camera lens to the film). In general, a shorter focal length will result in a closer hyperfocal plane — that is, the subject distance at which the far focal plane approaches infinity.  You should choose what kind of camera you&#039;re modeling and set CameraFocalLength to the focal length of that camera and leave it.  Adjusting field of view will lengthen or shorten the simulated focal length appropriately to simulate the use of a zoom lens. [http://en.wikipedia.org/wiki/Hyperfocal_distance Learn more about hyperfocal distance].&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
# Set &#039;&#039;&#039;CameraFocalLength&#039;&#039;&#039; to &amp;lt;code&amp;gt;200.000&amp;lt;/code&amp;gt;.&lt;br /&gt;
#{{k|Alt}}-click on your avatar to center that point and give it focus, and observe distant objects.&lt;br /&gt;
* &#039;&#039;&#039;CameraFocusTransitionTime&#039;&#039;&#039; - How many seconds it takes the camera to transition between focal distances.&lt;br /&gt;
&lt;br /&gt;
== How do I get tilt-shift effects? ==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tilt_shift Tilt-shift photography] is popularly used for simulating miniature scenes. Try these settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CameraAspectRatio&#039;&#039;&#039; = &amp;lt;code&amp;gt;1.500&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraFieldOfView&#039;&#039;&#039; = &amp;lt;code&amp;gt;135.000&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraFNumber&#039;&#039;&#039; = &amp;lt;code&amp;gt;4.000&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraFocalLength&#039;&#039;&#039; = &amp;lt;code&amp;gt;1000.000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And remember to {{k|Alt}}-click to focus. Your end result can [http://www.flickr.com/photos/torley/5263631026/sizes/l/ look like this].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* 2010-12-04 - &#039;&#039;&#039;[http://lunajubilee.com/2010/12/04/bootcamp-depth-of-field/ BootCamp: Depth of Field]&#039;&#039;&#039; by Luna Jubilee and Express Zenovka.&lt;br /&gt;
* 2010-12-02 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/community/tnt/blog/2010/12/02/tip-experimental-depth-of-field-camera-blur-effect Blog post pointing here]&#039;&#039;&#039; by [[Torley|Torley Linden]].&lt;br /&gt;
* 2010-11-30 - &#039;&#039;&#039;[http://nwn.blogs.com/nwn/2010/11/second-life-depth-of-field.html Coming Soon to Second Life (Maybe): Depth of Field]&#039;&#039;&#039; from New World Notes.&lt;br /&gt;
* 2010-11-30 - &#039;&#039;&#039;[https://lists.secondlife.com/pipermail/opensource-dev/2010-November/004711.html Further details]&#039;&#039;&#039; in a message sent by Nyx Linden to [[OpenSource-Dev]] mailing list.&lt;br /&gt;
* 2010-11-24 - &#039;&#039;&#039;[http://bit.ly/gKq3VD Tips on using DOF]&#039;&#039;&#039; from Aki Shichiroji and others on SLUniverse.&lt;br /&gt;
* 2010-11-24 - &#039;&#039;&#039;[http://hg.secondlife.com/mesh-development/changeset/2d5dc12d4385 DOF introduced into the Viewer code]&#039;&#039;&#039; by Runitai Linden.&lt;/div&gt;</summary>
		<author><name>Jjccc Coronet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Jjccc_Coronet&amp;diff=1134213</id>
		<title>User:Jjccc Coronet</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Jjccc_Coronet&amp;diff=1134213"/>
		<updated>2011-02-13T20:42:59Z</updated>

		<summary type="html">&lt;p&gt;Jjccc Coronet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ahern Adult Area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second Life has combined the teen grid with the Adult grid as a result what was once a pg area with adult only, it has now become an area frequented by adult and children that are really annoying so this petition is to Linden lab to make Ahern a adult only zone and while your at it turn scripts back on an make it like the good old day when it was dangerous to enter Ahern&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.petitionspot.com/petitions/Ahern&lt;/div&gt;</summary>
		<author><name>Jjccc Coronet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Jjccc_Coronet&amp;diff=1134211</id>
		<title>User:Jjccc Coronet</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Jjccc_Coronet&amp;diff=1134211"/>
		<updated>2011-02-13T18:46:20Z</updated>

		<summary type="html">&lt;p&gt;Jjccc Coronet: Created page with &amp;quot;Ahern Adult Area   Second Life has combined the teen grid with the Adult grid as a result what was once a pg area with adult only, it has now become an area frequented by adult a…&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ahern Adult Area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second Life has combined the teen grid with the Adult grid as a result what was once a pg area with adult only, it has now become an area frequented by adult and children that are really annoying so this petition is to Linden lab to make Ahern a adult only zone and while your at it turn scripts back on an make it like the good old day when it was dangerous to enter Ahern&lt;/div&gt;</summary>
		<author><name>Jjccc Coronet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User_talk:Jjccc_Coronet&amp;diff=1133351</id>
		<title>User talk:Jjccc Coronet</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User_talk:Jjccc_Coronet&amp;diff=1133351"/>
		<updated>2011-02-06T19:44:53Z</updated>

		<summary type="html">&lt;p&gt;Jjccc Coronet: /* My first wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Second Life Depth of field ==&lt;br /&gt;
: {{KBvideo|PKz81Q7mRGw|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|3ZDMRVkGQG4|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
These video show my attempt at depth of field in second life&lt;/div&gt;</summary>
		<author><name>Jjccc Coronet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User_talk:Jjccc_Coronet&amp;diff=1133350</id>
		<title>User talk:Jjccc Coronet</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User_talk:Jjccc_Coronet&amp;diff=1133350"/>
		<updated>2011-02-06T19:41:19Z</updated>

		<summary type="html">&lt;p&gt;Jjccc Coronet: /* My first wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== My first wiki ==&lt;br /&gt;
: {{KBvideo|PKz81Q7mRGw|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|3ZDMRVkGQG4|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
These video show my attempt at depth of field in second life&lt;/div&gt;</summary>
		<author><name>Jjccc Coronet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Depth_of_field&amp;diff=1133349</id>
		<title>Depth of field</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Depth_of_field&amp;diff=1133349"/>
		<updated>2011-02-06T19:35:43Z</updated>

		<summary type="html">&lt;p&gt;Jjccc Coronet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
== What is &amp;quot;depth of field&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Depth of field (&amp;quot;DOF&amp;quot; for short) is an &#039;&#039;experimental&#039;&#039; graphics feature introduced to the Second Life &amp;quot;Mesh Import Project&amp;quot; Viewer in late November 2010.&#039;&#039;&#039; This page aims to explain what the effect does, how it might change in the future, and what debug settings control it and what they mean.&lt;br /&gt;
&lt;br /&gt;
DOF simulates the [http://en.wikipedia.org/wiki/Depth_of_field real-world optical effect with the same name], a photographic effect caused by a lens focusing on a particular subject. There are two planes to consider — a near focal plane and a far focal plane.  When an object is between the far focal plane and near focal plane, it is considered to be in-focus. The human eye is subject to depth of field, but because the field of view of Second Life is more similar to a camera, the in-world depth of field effect is modeled after a 35mm camera with a focal length of 50mm.&lt;br /&gt;
&lt;br /&gt;
DOF can be used to creatively draw attention to a scene&#039;s focal area, and is already used in many popular games. DOF&#039;s creative possibilities are appealing to artists like photographers and machinimatographers.&lt;br /&gt;
&lt;br /&gt;
Here are some example videos from Residents:&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|Y-AK3t_sqe4|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|41zDmAZxlZU|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|hsFLVBG3ykE|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|PKz81Q7mRGw|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|3ZDMRVkGQG4|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== How can I see the depth of field effect? ==&lt;br /&gt;
&lt;br /&gt;
DOF is on by default with no ability to disable whenever &#039;&#039;&#039;Lighting and Shadows&#039;&#039;&#039; (including with &#039;&#039;&#039;Ambient Occlusion&#039;&#039;&#039; on) is enabled. If you don&#039;t see it, specific steps to enable and control it are below.&lt;br /&gt;
&lt;br /&gt;
DOF and the other graphical effects that must be enabled to see it are collectively taxing, and are best enjoyed with a graphics card and computer system that significantly exceeds the [http://secondlife.com/support/system-requirements/ System Recommendations].&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|DOF and other experimental graphics features are &#039;&#039;formally unsupported&#039;&#039; — meaning, &#039;&#039;don&#039;t&#039;&#039; count on them to work. Crashes and other system instability may result. Furthermore, these features are subject to change, and their rendered appearance may change from version to version. Feel free to share your findings with fellow enthusiasts, but otherwise, you&#039;re pretty much on your own. You should be comfortable tinkering with Second Life settings before going further.}}&lt;br /&gt;
&lt;br /&gt;
This video tutorial shows you the following steps:&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|OOHFNywu22I|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
# Download and install the a &#039;&#039;&#039;[http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/latest.html Mesh Development Build]&#039;&#039;&#039; with DOF.&lt;br /&gt;
#* If it&#039;s &amp;quot;[http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/rev/215872/index.html 2.4.0 (215872)]&amp;quot; or higher, it should include DOF; the &amp;quot;Mesh Import Project Viewer&amp;quot; doesn&#039;t yet have DOF. Note that if there&#039;s no good latest build with DOF, you need to use an &#039;&#039;&#039;Old Build&#039;&#039;&#039;.&lt;br /&gt;
# Start the special Viewer and login.&lt;br /&gt;
#* If you want to use DOF on the main grid, you&#039;ll need to change grids before logging in: press {{k|Ctrl|Shift|G}} on the login screen or check &#039;&#039;&#039;Show Grid Selection at login&#039;&#039;&#039; in {{win|Preferences}}&#039; &#039;&#039;&#039;Advanced&#039;&#039;&#039; tab, then choose &amp;lt;code&amp;gt;Agni&amp;lt;/code&amp;gt; from the dropdown menu.&lt;br /&gt;
# Choose &#039;&#039;&#039;Me&#039;&#039;&#039; menu &amp;gt; &#039;&#039;&#039;Preferences&#039;&#039;&#039;.&lt;br /&gt;
# In the {{win|Preferences}} window, click &#039;&#039;&#039;Graphics&#039;&#039;&#039; tab.&lt;br /&gt;
#* You&#039;ll probably want to set the &#039;&#039;&#039;Quality and speed&#039;&#039;&#039; slider to &#039;&#039;&#039;Ultra&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;Advanced&#039;&#039;&#039; button to show additional options.&lt;br /&gt;
# Check &#039;&#039;&#039;Atmospheric shaders&#039;&#039;&#039; and &#039;&#039;&#039;Lighting and Shadows&#039;&#039;&#039; (if they aren&#039;t already enabled).&lt;br /&gt;
#* To enhance DOF, check &#039;&#039;&#039;Ambient Occlusion&#039;&#039;&#039; and set &#039;&#039;&#039;Shadows&#039;&#039;&#039; to &#039;&#039;&#039;Sun/Moon&#039;&#039;&#039; or &#039;&#039;&#039;Sun/Moon + Projectors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How do I customize my DOF settings? ==&lt;br /&gt;
&lt;br /&gt;
# Enable [[Advanced|&#039;&#039;&#039;Advanced&#039;&#039;&#039; menu]].&lt;br /&gt;
# Choose &#039;&#039;&#039;Advanced&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Show Debug Settings&#039;&#039;&#039;.&lt;br /&gt;
# Enter a DOF setting (it autocompletes) and change its value.&lt;br /&gt;
&lt;br /&gt;
The settings are:&lt;br /&gt;
&lt;br /&gt;
{{red|These have changed in newer builds (like 2.5.0 (216627) and higher), please update and cleanup}} &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;strike&amp;gt;&#039;&#039;&#039;CameraCoC&#039;&#039;&#039; - &amp;quot;Camera [http://en.wikipedia.org/wiki/Circle_of_confusion circle of confusion] for DoF effect (in millimeters)&amp;quot; The most misunderstood value, a &amp;quot;circle of confusion&amp;quot; can be thought of as a constant that describes the resolution of a particular image. Currently, the viewer uses 0.05 everywhere, which seems to be a good approximation for 1080p. 35mm film has a typical CoC of 0.03. Image size, subject distance, lighting, etc. can all affect CoC, but for the purposes of the Second Life approximation of depth of field, a larger CoC will cause the near and far focal planes to be further apart (more forgiving of what&#039;s &amp;quot;in focus&amp;quot;) and a smaller CoC will cause the planes to be closer together (less forgiving about what&#039;s &amp;quot;in focus&amp;quot;). In general, you should set this to a constant number for a given resolution and leave it.&amp;lt;/strike&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraAspectRatio&#039;&#039;&#039; - &amp;quot;Camera aspect ratio for DoF effect&amp;quot; -- Set this to the aspect ratio of the camera you&#039;re modelling.  For example, a 35mm camera has an aspect ratio of 3:2 (1.5).  Second Life will use this as a frame of reference for how field of view and focal length must be adjusted depending on window size.&lt;br /&gt;
* &#039;&#039;&#039;CameraFieldOfView&#039;&#039;&#039; - &amp;quot;Vertical camera field of view for DoF effect (in degrees)&amp;quot; -- The default FoV for the camera you&#039;re trying to simulate.  Second Life will use this as a frame of reference for adjusting focal length as the in-world field of view changes.&lt;br /&gt;
* &#039;&#039;&#039;CameraFNumber&#039;&#039;&#039; - &amp;quot;Camera [http://en.wikipedia.org/wiki/F_number f-number] value for DoF effect&amp;quot; This is a simulated f-stop as you&#039;d see on a camera with and adjustable aperture. A typical 35mm lens might have a range of f/2 to f/22. The smaller the number, the wider the aperture. In general, a smaller f-number will result in a narrower depth of field. When trying to tune depth of field for a particular image, this is the number to modify.&lt;br /&gt;
* &#039;&#039;&#039;CameraFocalLength&#039;&#039;&#039; - &amp;quot;Camera [http://en.wikipedia.org/wiki/Focal_length focal length] for DoF effect (in millimeters)&amp;quot; Different cameras have different focal lengths (the distance from the outer camera lens to the film). In general, a shorter focal length will result in a closer hyperfocal plane — that is, the subject distance at which the far focal plane approaches infinity.  You should choose what kind of camera you&#039;re modeling and set CameraFocalLength to the focal length of that camera and leave it.  Adjusting field of view will lengthen or shorten the simulated focal length appropriately to simulate the use of a zoom lens. [http://en.wikipedia.org/wiki/Hyperfocal_distance Learn more about hyperfocal distance].&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
# Set &#039;&#039;&#039;CameraFocalLength&#039;&#039;&#039; to &amp;lt;code&amp;gt;200.000&amp;lt;/code&amp;gt;.&lt;br /&gt;
#{{k|Alt}}-click on your avatar to center that point and give it focus, and observe distant objects.&lt;br /&gt;
&lt;br /&gt;
== How do I get tilt-shift effects? ==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tilt_shift Tilt-shift photography] is popularly used for simulating miniature scenes. Try these settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CameraAspectRatio&#039;&#039;&#039; = &amp;lt;code&amp;gt;1.500&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraFieldOfView&#039;&#039;&#039; = &amp;lt;code&amp;gt;135.000&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraFNumber&#039;&#039;&#039; = &amp;lt;code&amp;gt;4.000&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraFocalLength&#039;&#039;&#039; = &amp;lt;code&amp;gt;1000.000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And remember to {{k|Alt}}-click to focus. Your end result can [http://www.flickr.com/photos/torley/5263631026/sizes/l/ look like this].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* 2010-12-04 - &#039;&#039;&#039;[http://lunajubilee.com/2010/12/04/bootcamp-depth-of-field/ BootCamp: Depth of Field]&#039;&#039;&#039; by Luna Jubilee and Express Zenovka.&lt;br /&gt;
* 2010-12-02 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/community/tnt/blog/2010/12/02/tip-experimental-depth-of-field-camera-blur-effect Blog post pointing here]&#039;&#039;&#039; by [[Torley|Torley Linden]].&lt;br /&gt;
* 2010-11-30 - &#039;&#039;&#039;[http://nwn.blogs.com/nwn/2010/11/second-life-depth-of-field.html Coming Soon to Second Life (Maybe): Depth of Field]&#039;&#039;&#039; from New World Notes.&lt;br /&gt;
* 2010-11-30 - &#039;&#039;&#039;[https://lists.secondlife.com/pipermail/opensource-dev/2010-November/004711.html Further details]&#039;&#039;&#039; in a message sent by Nyx Linden to [[OpenSource-Dev]] mailing list.&lt;br /&gt;
* 2010-11-24 - &#039;&#039;&#039;[http://bit.ly/gKq3VD Tips on using DOF]&#039;&#039;&#039; from Aki Shichiroji and others on SLUniverse.&lt;br /&gt;
* 2010-11-24 - &#039;&#039;&#039;[http://hg.secondlife.com/mesh-development/changeset/2d5dc12d4385 DOF introduced into the Viewer code]&#039;&#039;&#039; by Runitai Linden.&lt;/div&gt;</summary>
		<author><name>Jjccc Coronet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Depth_of_field&amp;diff=1133348</id>
		<title>Depth of field</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Depth_of_field&amp;diff=1133348"/>
		<updated>2011-02-06T19:34:30Z</updated>

		<summary type="html">&lt;p&gt;Jjccc Coronet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
== What is &amp;quot;depth of field&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Depth of field (&amp;quot;DOF&amp;quot; for short) is an &#039;&#039;experimental&#039;&#039; graphics feature introduced to the Second Life &amp;quot;Mesh Import Project&amp;quot; Viewer in late November 2010.&#039;&#039;&#039; This page aims to explain what the effect does, how it might change in the future, and what debug settings control it and what they mean.&lt;br /&gt;
&lt;br /&gt;
DOF simulates the [http://en.wikipedia.org/wiki/Depth_of_field real-world optical effect with the same name], a photographic effect caused by a lens focusing on a particular subject. There are two planes to consider — a near focal plane and a far focal plane.  When an object is between the far focal plane and near focal plane, it is considered to be in-focus. The human eye is subject to depth of field, but because the field of view of Second Life is more similar to a camera, the in-world depth of field effect is modeled after a 35mm camera with a focal length of 50mm.&lt;br /&gt;
&lt;br /&gt;
DOF can be used to creatively draw attention to a scene&#039;s focal area, and is already used in many popular games. DOF&#039;s creative possibilities are appealing to artists like photographers and machinimatographers.&lt;br /&gt;
&lt;br /&gt;
Here are some example videos from Residents:&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|Y-AK3t_sqe4|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|41zDmAZxlZU|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|hsFLVBG3ykE|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|PKz81Q7mRGw|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|PKz81Q7mRGw|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|3ZDMRVkGQG4|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== How can I see the depth of field effect? ==&lt;br /&gt;
&lt;br /&gt;
DOF is on by default with no ability to disable whenever &#039;&#039;&#039;Lighting and Shadows&#039;&#039;&#039; (including with &#039;&#039;&#039;Ambient Occlusion&#039;&#039;&#039; on) is enabled. If you don&#039;t see it, specific steps to enable and control it are below.&lt;br /&gt;
&lt;br /&gt;
DOF and the other graphical effects that must be enabled to see it are collectively taxing, and are best enjoyed with a graphics card and computer system that significantly exceeds the [http://secondlife.com/support/system-requirements/ System Recommendations].&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|DOF and other experimental graphics features are &#039;&#039;formally unsupported&#039;&#039; — meaning, &#039;&#039;don&#039;t&#039;&#039; count on them to work. Crashes and other system instability may result. Furthermore, these features are subject to change, and their rendered appearance may change from version to version. Feel free to share your findings with fellow enthusiasts, but otherwise, you&#039;re pretty much on your own. You should be comfortable tinkering with Second Life settings before going further.}}&lt;br /&gt;
&lt;br /&gt;
This video tutorial shows you the following steps:&lt;br /&gt;
&lt;br /&gt;
: {{KBvideo|OOHFNywu22I|640|385|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
# Download and install the a &#039;&#039;&#039;[http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/latest.html Mesh Development Build]&#039;&#039;&#039; with DOF.&lt;br /&gt;
#* If it&#039;s &amp;quot;[http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/rev/215872/index.html 2.4.0 (215872)]&amp;quot; or higher, it should include DOF; the &amp;quot;Mesh Import Project Viewer&amp;quot; doesn&#039;t yet have DOF. Note that if there&#039;s no good latest build with DOF, you need to use an &#039;&#039;&#039;Old Build&#039;&#039;&#039;.&lt;br /&gt;
# Start the special Viewer and login.&lt;br /&gt;
#* If you want to use DOF on the main grid, you&#039;ll need to change grids before logging in: press {{k|Ctrl|Shift|G}} on the login screen or check &#039;&#039;&#039;Show Grid Selection at login&#039;&#039;&#039; in {{win|Preferences}}&#039; &#039;&#039;&#039;Advanced&#039;&#039;&#039; tab, then choose &amp;lt;code&amp;gt;Agni&amp;lt;/code&amp;gt; from the dropdown menu.&lt;br /&gt;
# Choose &#039;&#039;&#039;Me&#039;&#039;&#039; menu &amp;gt; &#039;&#039;&#039;Preferences&#039;&#039;&#039;.&lt;br /&gt;
# In the {{win|Preferences}} window, click &#039;&#039;&#039;Graphics&#039;&#039;&#039; tab.&lt;br /&gt;
#* You&#039;ll probably want to set the &#039;&#039;&#039;Quality and speed&#039;&#039;&#039; slider to &#039;&#039;&#039;Ultra&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;Advanced&#039;&#039;&#039; button to show additional options.&lt;br /&gt;
# Check &#039;&#039;&#039;Atmospheric shaders&#039;&#039;&#039; and &#039;&#039;&#039;Lighting and Shadows&#039;&#039;&#039; (if they aren&#039;t already enabled).&lt;br /&gt;
#* To enhance DOF, check &#039;&#039;&#039;Ambient Occlusion&#039;&#039;&#039; and set &#039;&#039;&#039;Shadows&#039;&#039;&#039; to &#039;&#039;&#039;Sun/Moon&#039;&#039;&#039; or &#039;&#039;&#039;Sun/Moon + Projectors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How do I customize my DOF settings? ==&lt;br /&gt;
&lt;br /&gt;
# Enable [[Advanced|&#039;&#039;&#039;Advanced&#039;&#039;&#039; menu]].&lt;br /&gt;
# Choose &#039;&#039;&#039;Advanced&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Show Debug Settings&#039;&#039;&#039;.&lt;br /&gt;
# Enter a DOF setting (it autocompletes) and change its value.&lt;br /&gt;
&lt;br /&gt;
The settings are:&lt;br /&gt;
&lt;br /&gt;
{{red|These have changed in newer builds (like 2.5.0 (216627) and higher), please update and cleanup}} &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;strike&amp;gt;&#039;&#039;&#039;CameraCoC&#039;&#039;&#039; - &amp;quot;Camera [http://en.wikipedia.org/wiki/Circle_of_confusion circle of confusion] for DoF effect (in millimeters)&amp;quot; The most misunderstood value, a &amp;quot;circle of confusion&amp;quot; can be thought of as a constant that describes the resolution of a particular image. Currently, the viewer uses 0.05 everywhere, which seems to be a good approximation for 1080p. 35mm film has a typical CoC of 0.03. Image size, subject distance, lighting, etc. can all affect CoC, but for the purposes of the Second Life approximation of depth of field, a larger CoC will cause the near and far focal planes to be further apart (more forgiving of what&#039;s &amp;quot;in focus&amp;quot;) and a smaller CoC will cause the planes to be closer together (less forgiving about what&#039;s &amp;quot;in focus&amp;quot;). In general, you should set this to a constant number for a given resolution and leave it.&amp;lt;/strike&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraAspectRatio&#039;&#039;&#039; - &amp;quot;Camera aspect ratio for DoF effect&amp;quot; -- Set this to the aspect ratio of the camera you&#039;re modelling.  For example, a 35mm camera has an aspect ratio of 3:2 (1.5).  Second Life will use this as a frame of reference for how field of view and focal length must be adjusted depending on window size.&lt;br /&gt;
* &#039;&#039;&#039;CameraFieldOfView&#039;&#039;&#039; - &amp;quot;Vertical camera field of view for DoF effect (in degrees)&amp;quot; -- The default FoV for the camera you&#039;re trying to simulate.  Second Life will use this as a frame of reference for adjusting focal length as the in-world field of view changes.&lt;br /&gt;
* &#039;&#039;&#039;CameraFNumber&#039;&#039;&#039; - &amp;quot;Camera [http://en.wikipedia.org/wiki/F_number f-number] value for DoF effect&amp;quot; This is a simulated f-stop as you&#039;d see on a camera with and adjustable aperture. A typical 35mm lens might have a range of f/2 to f/22. The smaller the number, the wider the aperture. In general, a smaller f-number will result in a narrower depth of field. When trying to tune depth of field for a particular image, this is the number to modify.&lt;br /&gt;
* &#039;&#039;&#039;CameraFocalLength&#039;&#039;&#039; - &amp;quot;Camera [http://en.wikipedia.org/wiki/Focal_length focal length] for DoF effect (in millimeters)&amp;quot; Different cameras have different focal lengths (the distance from the outer camera lens to the film). In general, a shorter focal length will result in a closer hyperfocal plane — that is, the subject distance at which the far focal plane approaches infinity.  You should choose what kind of camera you&#039;re modeling and set CameraFocalLength to the focal length of that camera and leave it.  Adjusting field of view will lengthen or shorten the simulated focal length appropriately to simulate the use of a zoom lens. [http://en.wikipedia.org/wiki/Hyperfocal_distance Learn more about hyperfocal distance].&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
# Set &#039;&#039;&#039;CameraFocalLength&#039;&#039;&#039; to &amp;lt;code&amp;gt;200.000&amp;lt;/code&amp;gt;.&lt;br /&gt;
#{{k|Alt}}-click on your avatar to center that point and give it focus, and observe distant objects.&lt;br /&gt;
&lt;br /&gt;
== How do I get tilt-shift effects? ==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tilt_shift Tilt-shift photography] is popularly used for simulating miniature scenes. Try these settings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CameraAspectRatio&#039;&#039;&#039; = &amp;lt;code&amp;gt;1.500&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraFieldOfView&#039;&#039;&#039; = &amp;lt;code&amp;gt;135.000&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraFNumber&#039;&#039;&#039; = &amp;lt;code&amp;gt;4.000&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CameraFocalLength&#039;&#039;&#039; = &amp;lt;code&amp;gt;1000.000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And remember to {{k|Alt}}-click to focus. Your end result can [http://www.flickr.com/photos/torley/5263631026/sizes/l/ look like this].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* 2010-12-04 - &#039;&#039;&#039;[http://lunajubilee.com/2010/12/04/bootcamp-depth-of-field/ BootCamp: Depth of Field]&#039;&#039;&#039; by Luna Jubilee and Express Zenovka.&lt;br /&gt;
* 2010-12-02 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/community/tnt/blog/2010/12/02/tip-experimental-depth-of-field-camera-blur-effect Blog post pointing here]&#039;&#039;&#039; by [[Torley|Torley Linden]].&lt;br /&gt;
* 2010-11-30 - &#039;&#039;&#039;[http://nwn.blogs.com/nwn/2010/11/second-life-depth-of-field.html Coming Soon to Second Life (Maybe): Depth of Field]&#039;&#039;&#039; from New World Notes.&lt;br /&gt;
* 2010-11-30 - &#039;&#039;&#039;[https://lists.secondlife.com/pipermail/opensource-dev/2010-November/004711.html Further details]&#039;&#039;&#039; in a message sent by Nyx Linden to [[OpenSource-Dev]] mailing list.&lt;br /&gt;
* 2010-11-24 - &#039;&#039;&#039;[http://bit.ly/gKq3VD Tips on using DOF]&#039;&#039;&#039; from Aki Shichiroji and others on SLUniverse.&lt;br /&gt;
* 2010-11-24 - &#039;&#039;&#039;[http://hg.secondlife.com/mesh-development/changeset/2d5dc12d4385 DOF introduced into the Viewer code]&#039;&#039;&#039; by Runitai Linden.&lt;/div&gt;</summary>
		<author><name>Jjccc Coronet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User_talk:Jjccc_Coronet&amp;diff=1133347</id>
		<title>User talk:Jjccc Coronet</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User_talk:Jjccc_Coronet&amp;diff=1133347"/>
		<updated>2011-02-06T19:25:34Z</updated>

		<summary type="html">&lt;p&gt;Jjccc Coronet: Created page with &amp;quot; == My first wiki == [http://www.youtube.com/watch?v=PKz81Q7mRGw] [http://www.youtube.com/watch?v=3ZDMRVkGQG4]  These video show my attempt at depth of field in second life&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== My first wiki ==&lt;br /&gt;
[http://www.youtube.com/watch?v=PKz81Q7mRGw]&lt;br /&gt;
[http://www.youtube.com/watch?v=3ZDMRVkGQG4]&lt;br /&gt;
&lt;br /&gt;
These video show my attempt at depth of field in second life&lt;/div&gt;</summary>
		<author><name>Jjccc Coronet</name></author>
	</entry>
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