I can't get "depth of field" to work as expected in version 2.68. Here are the steps I'm taking (from a brand new file):   I clone the default cube a few times, and place all the cubes in a row. I go to the camera's settings, and select a cube on which to focus in the "Depth of Field" section. I switch to compositing mode and check the "use nodes" box. I add a "Defocus" node in between the "Render Layers" node and the "Composite" node. I also connect the "Z" output from the "Render Layers" node to the "Z" input of the "Defocus" node. I render. When the image finally goes through the compositing process, I can see the cubes, and blurring occurs, but the camera is NOT focused on the cube I selected in the camera settings.   I've tried this both in the Blender internal renderer and in Cycles. What am I doing wrong?
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How can one make a render pass with black and white data to display depth of field based on the Settings > Camera dof settings? I want to blur or defocus in the compositor, similar to the way it is done with the Z pass but with a more accurate dof information that is based on a target, as opposed to distance away from the camera.  I tried to fiddle with the settings in a new Render layer, overwriting the material, but I have been unable to achieve a render pass effect that outputs something useful.
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I'm having this issue where my objects only show up in default view. When I switch to the other workspaces; UV editing, compositing, Nothing shows up at all; not even the cameras, lighting, either. The names show up in the outliner, but in the viewport of the other workspaces. Nothing.   Tried changing Clipping Distance: Didn't work Tried to switch the interface windows around: Didn't Work I am Using Blender 2.79b I am in Cycles Mode, I don't care about Blender Internal Render I tried changing some of the windows to 3D view in the other workspaces: Didn't work I am using the Pie Menu add-on, idk if that could be a problem
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How can I render bokeh circles?  Nothing I do seems to work.   I tried using an empty as the focus point for a cube, with some point lamps in the background with about 2000 strength, but it doesn't work. It just makes everything blurry.  I also raised the blades to 4/5/6/12, and it doesn't make a difference.  I'm using Blender 2.74.
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When I render in Cycles it turns into solid white.  I've spent the past 2 hours researching the answers to this online, mostly through this Blender Stack Exchange.    1.) All my layers are turned On 2.) My World is not emitting anything, it's just black. I have my camera facing the model (as you can see in the screenshots).   And after messing with it some.. it now renders in solid static (as seen in screenshots). Trying to upload the file now to tiny upload.. so hopefully during this weekend someone can figure this out for me. Ugh!!.. lol. Thanks so much!
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How would you implement the effect of  with shaders?  Would rendering of the world with different focus distances for each color solve the problem (maybe with the usage of only one depth rendering pass)?
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It's kind of an interesting result.  Here is how render viewport should look on frame 1:    Here is what happens when I press F12:    It's like I have a second camera (although I don't) somewhere below. What is even weirder is that If I place the camera behind the wall...    it shows everything correctly (example cube is seen):    As you can see, my camera is following an object that is on Bezier curve WHILE being on Bezier curve (right) itself. This animation is working perfectly on rendered viewport but not if I use ctrl+F12. Just the same grey viewpoint.  What could be the issue?
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With my trial and error learning, I managed to track a video in Blender 2.67 and make a cube (the one which is there by default) appear on the "ground" (which is a table).  But how can I make a hole in the ground?    Edit:  I used the two buttons shown below:    The two functions seems to do a bunch of things to the scene, which seems to include setting the background and foreground layers, and adding a Ground object to the scene.  The problem is, what do I need to do to create a hole that appears to sink into the table?
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I'm fairly new to DSLRs and I've been exploring the functions on my new Canon 60D.  There's a button to the side of the lens described as the "depth-of-field preview button".  Based on the limited description in the manual, I thought this would give me a preview of how the photo would look in terms of what's in and out of focus when I'm using Live View.    When I press it though, despite jerking as if it's processing something, I see no difference in the LCD screen.  I've played with the aperture with no discernible effect.  Am I missing something?  What should I be seeing?
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I've been experimenting with node-based procedural materials in Cycles lately, and after spending a few hours working out a brick material that works pretty well along walls, I noticed that it has a few issues. Here's my initial setup:    It's not perfect, since it switches the different orientations in an all-or-nothing way, but for my purposes, it looks good enough.  So I went ahead and used this throughout my test scene. But then I turned the camera around and looked at the other side, and... there's something wrong with the side of the cube facing away on the X axis!    This isn't a huge issue, because I don't plan to render my objects from that angle, but I'm concerned about the way it will affect reflections, light bounces, etc. so I started looking around for other solutions. I happened on this thread at Stack Exchange:   Particularly, Rich Sedman's answer seemed promising (since I'm trying to avoid using UV mapping). Following what he posted, I created this:    This new setup works great for the cube - on every side - but you can see pretty plainly that the cylinder, strangely, has problems. By the way, there is a part of the node setup that I omitted from the screenshot that isn't really relevant here - it checks the Z value of the geometry surface and subs in the default vectors for the texture coordinates if Z is over a certain amount, for sides that face upward.  I've been experimenting with this for a few more hours now, but I'm afraid I've reached my limits in terms of vector math.  Is there anything obvious I'm missing here that might help fix this, and make this setup work for both the cube and cylinder?
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Apologies for this possibly too vague question, but are there some general guidelines to follow when rendering artificial 3D meshes together with an imported 2D image as the background?  In the attached Blender file (or rendered image), the cube looks so out-of-the-scene. Some reflection from the green background onto the cube should make the cube more realistic in the scene? I don't know how to put it in professional terms -- any suggestions are welcomed!
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Here is the viewport in material view.  The node setup is just a PNG texture into a diffuse shader.    And this is in rendered view.  I've tried using environmental lighting as well as a directional light, and while the lit parts become brighter/washed out, the darker parts stay dark.  Normals are correct and there is no z-fighting.  Ambient Occlusion is not enabled.  Changing to Flat shading makes it worse.    Update:  Any modifier that alters the mesh (bevel, subdivide, etc) make the problem go away instantly.
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I have blender 2.69 and I've been following a tutorial on how to make text.  The only problem is when I go to add a glossy shader in the node editor it does not exist. Neither does the shader category.
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When I switch to render mode, they show up, and they show when pressing F12, but when clicking the 'Animation' button, nothing shows. If anyone knows how to help, please do.  Edit: I have enabled rendering using the cameras, still nothing.  Edit #2: What the, some how transferring all of the objects from layer 1-2 does the trick. I guess my camera was set up for the second layer even though it was physically in the 1st. Anyone like to explain?  For anyone who's really curious, :  Also, it may seem like having the animation length of 1 frame seem bad, but I've done that for other files and they work fine.
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What is the best way to get tack sharp portraits with shallow depth of field when lacking an auto focus point where I want to focus. I don't want to crop and "focus and recompose" is not an option since the shallow depth of field will throw the person out of focus. Of course a precise measurement of the distance is possible, but also very cumbersome and to do manual focus is a bit of a guessing game. Any ideas or do I have to relax my requisites?
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So I was just modeling a Pokeball to upload to Deviant Art for fun. And as soon as I left the live preview in object mode as seen here(Picture 1),   I went to start adjusting the camera only to be greeted with this(Picture 2).  The mesh is still fine in edit mode. I am just wondering what it is and why Blender is replacing the spheres with what would belong to a science fiction game.   Thanks in advance :)
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I wonder why depth of field occur in the first place. This is not a question about what changes the effect/size of field. We all know that.  Aperture, Focal Length, Focus Length (distance to subject), sensor size.  But why it happens in the first place?  When we think of pinhole cameras (camera obscura), and when we widen the pinhole, the image that drops to surface will be blurred, and we all know that hole is replaced by aperture on lenses.  Yet this still does not give a proven, explained reason of it.  Any ideas?
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Hello blender community.  Could someone please let me know how to fix this issue? I have one material for the whole face and a different one for the lips.  there's a noticeable edge that I want to get rid of. I just want it to have an ease fade instead of a sharp edge.   what's the best way to go about this?  Thank you in advance!    Finished Update  I wanted to give an update on how it was fixed with @hexbob6 and @Lemon 's help.    I needed two textures. One is the actual colored version and the 2nd is the black and white masked version. Hexbob6 described very well on the process here:   A: The node process on how to do it.    The B/W masked texture is going to be connected to the Fac of the mixed shader along with its UV coordinates. Make sure the image is on clip instead of repeat. the 1st shader is going to be the black part of the B/W masked texture. An important thing to note is if you have a texture already for the object, be sure to connect the other UV coordinates! the 2nd shader will be the white part of the B/W masked texture.   B: This section is the UV layout called "mainUV" where all the color goes.  C: This section is the B/W masked texture to focus on the lips.  D: Just the render view  E: Best way to texture something is to be able to see it in 3D view and texture paint.  F: Just showing that there are two textures to keep track of. One is the main UV and the 2nd is to focus on the lip.   That was it. Once again thanks to those who replied and helped me figure this problem. In the process I learned other things that I didn't know about blender even though I've been using it for years.