Lens Effects
These settings can be used to add optical effects that are typical of real camera lenses. These include inherently undesirable light scattering and light refraction within the lens system of a lens in the area of intense light irradiation. Although often undesirable in photography and filming, these effects can add realism or are often used deliberately as a stylistic element.
This adds a glowing effect to bright areas and highlights of the rendering and can happen if you use a smudged lens with a real life camera.
The image on the left was rendered without Bloom. The other two images use Bloom, while for the image on the right, individual Bloom 'Tints' have been activated.
- Off: No Bloom effect is used for rendering
- Render Settings: The camera uses the global Bloom settings from the Render Settings dialog. This is the default mode.
- Override: The local Bloom settings from the camera are used, even if the Render Settings are configured in another way.
Use this value to scale the brightness and strength of the Bloom effect. Adjusting the Threshold value can also help control the amount and intensity of the blooming effect.
This value determines from which pixel brightness blooming occurs. With smaller values, blooming already appears with less bright pixels. This means that the effect will be visible more often in the rendering.
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From left to right, using a Bloom 'Threshold' of 1, 3 and 6 |
This can be used to control the size of the blooming effect. It also makes the blooming appear softer and covers additional areas of the image.
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From left to right, using a Bloom 'Softness' of 0%, 20% and 40% |
By default, blooming takes over the coloring of the bright areas of the image that triggered the effect. However, by activating this option you can also assign your own colors, like up to five, to color the blooming gradient from the inside to the outside. Tint 1 colors the bright center and Tint 5 the border area of the blooming effect.
If Tint is active, you can use these to color the Blooming effect from its bright center (1) to the outer radius (5).
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The left image shows the standard Bloom, without individual 'Tint'. The other images are rendered with different tint colors. |
Lens Flares are caused by multiple reflections of bright specular highlights or surface reflections on the glass lenses inside the camera lens. This creates different colored shapes that correspond to the aperture opening. By default, these are perfect circles. The flare shapes are placed along a line that runs through the center of the image and the bright areas of the image. The Flare Lens Effect can also calculate a separate Halo ring that is always placed centered in the image and matches the proportions of the render resolution.
Variation of Flares, created just by moving the object in the scene.
- Off: No Flare effect is used for rendering.
- Render Settings: The camera uses the global Flare settings from the Render Settings dialog. This is the default mode.
- Override: The local Flare settings from the camera are used, even if the Render Settings are configured in another way.
Use this value to set the opacity of the Flare rendering.
This value determines which pixel brightness must be reached for Flares to occur. Smaller values mean that even lower brightnesses are sufficient to contribute to the calculation of Flares.
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From left to right, the 'Threshold' values 10, 5 and 1 were used here. |
This adds additional blur to the Flares, as you can see in the images below. This effect is often rather subtle.
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On the left rendering, a 'Softness' of 0% was used. The right images uses 100% 'Softness'. |
By default, the Flares take on the color of the bright pixels on which they are based. This option simulates the natural effect of lenses that are not optimally coated, on which the light is refracted differently depending on the color. This results in the typical rainbow colors that we can also observe, for example, in the dispersion effects.
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For the renderings on the left, a 'Chromatic' value of 0 was used. The Flare colors are only based on the pixel colors. The right images use the 'Chromatic' value 10. |
Use this to scale the individual Flare elements.
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The left image uses a 'Scale' of 0% and the image on the right has a 'Scale' of 100%. |
A Halo is an additional, circular or elliptical glow effect that can be added to the Flare overlay. Increasing the value will scale the Halo up. A Halo is always centered in the view and adapts to the aspect ratio of the render resolution.
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From left to right, using a 'Halo' of 10%, 30% and 50%. |
By default, the Flares takes over the coloring of the bright areas of the image that triggered the effect or get some Chromatic coloring. However, by activating this option you can also assign your own colors, like up to five, to color the Flares individually. Tint 1 colors the first and Tint 5 the last Flare. The Halo is not colored by the Tint effect.
By entering dark colors, you can also use the Tint feature to remove some of the Flares from the rendering.
If Tint is active, you can use these to color the Blooming effect from its bright center (1) to the outer radius (6).
The finest scratches or disturbances in the surface of the front lens can cause intense light to be scattered radially. These settings simulate this effect.
Example result of the Streak PostFX.
- Off: No Streak effect is used for rendering.
- Render Settings: The camera uses the global Streak settings from the Render Settings dialog. This is the default mode.
- Override: The local Streak settings from the camera are used, even if the Render Settings are configured in another way.
Use this value to set the opacity of the Streak rendering.
This value determines which pixel brightness must be reached for Streaks to occur. Smaller values mean that even lower brightnesses are sufficient to contribute to the calculation of Streaks.
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From left to right, examples of Streak rendering with a Threshold of 1, 3 and 10. |
This value sets the length of the light rays of the Streak effect.
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The rendering on the left uses a Trail value of 0.7. The right rendering is using a value of 1. |
This parameter can be used to blur the Streaks.
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A variation of Softness values, starting on the left with a Softness 0 %, a Softness of 20 % in the middle and a value of 50% for Softness on the right. |
This sets the number of directions used to draw the Streaks.
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From left to right, using a number of 1, 2 and 4 Streaks. |
Use this value to change the direction of the streaks.
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The left rendering use an Angle of 90°, the right shows an Angle of 20°. |
