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Arguably the first thing that comes to mind when talking about post-processing and lighting effects
is glare. glare or blooming is the optical effect where light from bright source appears to leak
into surrounding objects. by default the Blender glare node takes the bright glints that go above
the threshold of 1 and adds these little streaks. by the way you can press M to mute
the note temporarily and M to bring it back. so the core of the effect is just to detect the brightest
pixels falling outside a certain threshold and then you can add the fog low to them for example.
to work in a physically plausible manner it totally depends on the scene referred
data, the type of data Blender uses by default for its calculations when we hit
the render button or otherwise to preserve the dynamic range as we have mentioned you
you have to use the open exr format or any other 32-bit unbounded scene referred format.
in addition to glare we can try to simulate different types of photographic blooming
effects, for example simulating diffusion filters, these type of filters or in some cases dabbing
Vaseline directly onto the lens is used to create a hazy, dreamy glow. we won't keep it
in our main setup, but let's have a look at this effect just for the sake of off topic. if you feel
like borrowing this effect from photography and cinematography for that matter, we can go
with the mix filter, god... what I'm saying... it's not filter, it's a mix node and then we add the blur
filter which expects our image as an input, so we should probably plug the glare output there...
so far we don't see anything spectacular and that is because we need to connect it
to the second socket of the mix node, then what I usually do is strike the relative
checkbox to make it non-dependent on the scene resolution and then up the X and Y blur values
to be fair... uh... to make it look uniform we should also play with the aspect correction,
I will check the Y aspect correction, as for the amount of blurriness I want it to be
fairly dreamy and hazy, but still retain some bigger shapes if that makes sense.
now to make it shine the mix factor should be switched over to add. the add mode is one of the
safest blending modes when working with the scene referred light data, add, multiply... what else? mix
pretty much everything else is broken when when working with the unbounded light values. all right
but now we have to compensate the exposure and we can do it of course with the help of the exposure
node or just by using good old RGB curves. trying to eyeball or rather approximate the brightness.
okay now it should be possible to compare before and after by muting these two nodes
and toggling them back on. all right, it is dreamy, it is hazy... it is 90s as hell :) probably
not my type of effect, not always at least and still it has its place in very small doses, uh...
to unify the light values ever so slightly across the image, something like that anyway.
so that is another filter from photography that we can try to simulate using compositor nodes.
but meanwhile let's get rid of our soft diffusion setup and take a step back.
so once upon the compositor there was a glare node. let's start from here.
now moving on to copying some other mistakes of photographic image formations such as chromatic
aberration within the lens and it's also known as color fringing and it produces the colorful
outlines around the edges of the objects, it can be an unwanted or highly desirable effect
depending on your style, but if we talk about CG lighting, it's fairly important to know how
to pepper your image up with such "mistakes". in Blender the easiest way to achieve chromatic
aberration is to use the lens distortion node and then crank up the dispersion value.
it just blew the picture up into this kind of colorful mess which proves that every
effect should be used in moderation :) and when we set the mode to projector it is much more
bearable, much more palatable. the amount of dispersion or chromatic aberration is
a matter of personal preference, but I like it in both CG and in photography for that matter.
there is something very attractive in the idea of the different wavelengths of light splitting
inside the lens to produce this effect. kind of reveals the inner working of light that passes
through the lens, which shows that the lens is very complex object indeed. there is a certain
how should I put it... an image formation depth about it and some people there say that it looks *good*.
following the theme of the optical aberrations that should degrade the image but actually make
it look better, here is another one, the vignette effect that is often associated with the retro
lenses. the vignette effect is all about darkening the edges of the image, as simple as that and we
can do it procedurally in Blender compositor. I'm going to go matte and add the ellipse mask.
The mask should go into the mix factor of our newly created mix node, there should be
this type of white ellipse right in the center of the screen, we need to scale its width and height
so it's approximately touching the edges like that. so the width of 1 and the height of 0.4 something
gets the job done. now it has to be inverted, so the mix node affects the edges of the image only and
obviously if we are aiming to get the darkening effect the color should be made darker. there...
as for the blending mode I have just said that everything aside multiply, add and
mix is a blunder and here I myself set the mix mode to soft light, but okay, fair enough :D
the blur node can be used to gradually soften the edges of the mask
and the intensity of the effect is basically controlled by altering the shade of gray...
can't stop thinking about the blending mode... we should change it... and true, multiply is way safer.
add, multiply and mix just doesn't screw the colors, these operations are perfectly linear,
perfectly safe for the scene referred linear type of data. all right cool, so that was the darkening
around the edges effect aka the retro vignetting effect, it's classic, it's timeless and elegant and
very easy to do. that is why it's always welcome to our cinematic post-processing effects party.
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