Difference between revisions of "Depth of field"

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(→‎See also: added link to further info from Nyx Linden)
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== What is "depth of field"? ==
== What is "depth of field"? ==


'''Depth of field ("DOF" for short) is an ''experimental'' graphics feature introduced to the Second Life "Mesh Import Project" Viewer in late November 2010.''' It simulates the [http://en.wikipedia.org/wiki/Depth_of_field real-world optical effect with the same name], where a lens' focused area appears sharp, while what's further away is progressively blurrier. This can be used to creatively draw attention to a scene's focal point, and can also be aesthetically pleasing because of how our eyes naturally see. DOF is already used in many popular games DOF's creative possibilities are appealing to artists like photographers and machinimatographers.
'''Depth of field ("DOF" for short) is an ''experimental'' graphics feature introduced to the Second Life "Mesh Import Project" Viewer in late November 2010.''' 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.
 
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.
 
DOF can be used to creatively draw attention to a scene's focal area, and is already used in many popular games. DOF's creative possibilities are appealing to artists like photographers and machinimatographers.


Here are some example videos from Residents:
Here are some example videos from Residents:
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== How can I see the depth of field effect? ==
== How can I see the depth of field effect? ==


{{KBwarning|DOF and other experimental graphics features are ''formally unsupported'' — meaning, ''don't'' 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're pretty much on your own. You should be comfortable tinkering with Second Life settings before going further.}}
DOF is on by default with no ability to disable whenever '''Lighting and Shadows''' and '''Ambient Occlusion''' are enabled. If you don't see it, specific steps to enable it are below.


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].
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].


With that in mind, this video tutorial shows you the following steps:
{{KBwarning|DOF and other experimental graphics features are ''formally unsupported'' — meaning, ''don't'' 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're pretty much on your own. You should be comfortable tinkering with Second Life settings before going further.}}
 
This video tutorial shows you the following steps:


: {{KBvideo|OOHFNywu22I|640|385|type=youtube}}
: {{KBvideo|OOHFNywu22I|640|385|type=youtube}}
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The settings are:
The settings are:


* '''CameraCoC''' - Camera [http://en.wikipedia.org/wiki/Circle_of_confusion circle of confusion] for DoF effect (in millimeters)
* '''CameraCoC''' - "Camera [http://en.wikipedia.org/wiki/Circle_of_confusion circle of confusion] for DoF effect (in millimeters)" The most misunderstood value, a "circle of confusion" 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's "in focus") and a smaller CoC will cause the planes to be closer together (less forgiving about what's "in focus"). In general, you should set this to a constant number for a given resolution and leave it.
* '''CameraFNumber''' - Camera [http://en.wikipedia.org/wiki/F_number f-number] value for DoF effect
* '''CameraFNumber''' - "Camera [http://en.wikipedia.org/wiki/F_number f-number] value for DoF effect" This is a simulated f-stop as you'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..
* '''CameraFocalLength''' - Camera [http://en.wikipedia.org/wiki/Focal_length focal length] for DoF effect (in millimeters)
* '''CameraFocalLength''' - "Camera [http://en.wikipedia.org/wiki/Focal_length focal length] for DoF effect (in millimeters)" 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're modeling and set CameraFocalLength to the focal length of that camera and leave it. Second Life will assume you're using a camera with a 90-degree field of view at that focal length. 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].


For example:
For example:
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== See also ==
== See also ==


* 2010-12-02 - '''[http://blogs.secondlife.com/community/community/tnt/blog/2010/12/02/tip-experimental-depth-of-field-camera-blur-effect Blog post pointing here]''' - By [[Torley|Torley Linden]].
* 2010-12-02 - '''[http://blogs.secondlife.com/community/community/tnt/blog/2010/12/02/tip-experimental-depth-of-field-camera-blur-effect Blog post pointing here]''' by [[Torley|Torley Linden]].
* 2010-11-30 - '''[http://nwn.blogs.com/nwn/2010/11/second-life-depth-of-field.html Coming Soon to Second Life (Maybe): Depth of Field]''' - From New World Notes.
* 2010-11-30 - '''[http://nwn.blogs.com/nwn/2010/11/second-life-depth-of-field.html Coming Soon to Second Life (Maybe): Depth of Field]''' from New World Notes.
* 2010-11-30 - '''[https://lists.secondlife.com/pipermail/opensource-dev/2010-November/004711.html Further details]''' in a message sent by Nyx Linden to [[OpenSource-Dev]] mailing list.
* 2010-11-30 - '''[https://lists.secondlife.com/pipermail/opensource-dev/2010-November/004711.html Further details]''' in a message sent by Nyx Linden to [[OpenSource-Dev]] mailing list.
* 2010-11-24 - '''[http://bit.ly/gKq3VD Tips on using DOF]''' - From Aki Shichiroji and others on SLUniverse.
* 2010-11-24 - '''[http://bit.ly/gKq3VD Tips on using DOF]''' from Aki Shichiroji and others on SLUniverse.
* 2010-11-24 - '''[http://hg.secondlife.com/mesh-development/changeset/2d5dc12d4385 DOF introduced into the Viewer code]''' - By Runitai Linden.
* 2010-11-24 - '''[http://hg.secondlife.com/mesh-development/changeset/2d5dc12d4385 DOF introduced into the Viewer code]''' by Runitai Linden.

Revision as of 04:38, 3 December 2010

What is "depth of field"?

Depth of field ("DOF" for short) is an experimental graphics feature introduced to the Second Life "Mesh Import Project" Viewer in late November 2010. 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.

DOF simulates the 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.

DOF can be used to creatively draw attention to a scene's focal area, and is already used in many popular games. DOF's creative possibilities are appealing to artists like photographers and machinimatographers.

Here are some example videos from Residents:

<videoflash type="youtube">Y-AK3t_sqe4|640|385</videoflash>
<videoflash type="youtube">41zDmAZxlZU|640|385</videoflash>
<videoflash type="youtube">hsFLVBG3ykE|640|385</videoflash>

How can I see the depth of field effect?

DOF is on by default with no ability to disable whenever Lighting and Shadows and Ambient Occlusion are enabled. If you don't see it, specific steps to enable it are below.

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 System Recommendations.

KBwarning.png Warning: DOF and other experimental graphics features are formally unsupported — meaning, don't 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're pretty much on your own. You should be comfortable tinkering with Second Life settings before going further.

This video tutorial shows you the following steps:

<videoflash type="youtube">OOHFNywu22I|640|385</videoflash>
  1. Download and install the newest Mesh Development Latest Build (as of 2010-12-02, build "2.4.0 (215872)"; the "Mesh Import Project Viewer" doesn't yet have DOF) from this page.
  2. Start the special Viewer and login.
    • If you want to use DOF on the main grid, you'll need to change grids before logging in: press Ctrl+Shift ⇧+G on the login screen and choose Agni from the dropdown menu.
  3. Choose Me menu > Preferences.
  4. In the Preferences window, click Graphics tab.
    • You'll probably want to set the Quality and speed slider to Ultra.
  5. Click Advanced button to show additional options.
  6. Check Atmospheric shaders and Lighting and Shadows (if they aren't already enabled).
  7. Set Shadows to Sun/Moon or Sun/Moon + Projectors, or it may be hard to see the effect.

How do I customize my DOF settings?

  1. Enable Advanced menu.
  2. Choose Advanced > Show Debug Settings.
  3. Enter a DOF setting (it autocompletes) and change its value.

The settings are:

  • CameraCoC - "Camera circle of confusion for DoF effect (in millimeters)" The most misunderstood value, a "circle of confusion" 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's "in focus") and a smaller CoC will cause the planes to be closer together (less forgiving about what's "in focus"). In general, you should set this to a constant number for a given resolution and leave it.
  • CameraFNumber - "Camera f-number value for DoF effect" This is a simulated f-stop as you'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..
  • CameraFocalLength - "Camera focal length for DoF effect (in millimeters)" 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're modeling and set CameraFocalLength to the focal length of that camera and leave it. Second Life will assume you're using a camera with a 90-degree field of view at that focal length. Adjusting field of view will lengthen or shorten the simulated focal length appropriately to simulate the use of a zoom lens. Learn more about hyperfocal distance.

For example:

  1. Set CameraCoC to 0.010.
  2. Alt-click on your avatar to center that point and give it focus, and observe distant objects.

See also