Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
It would be impossible not to mention film grain among other effects of our
cinematic post-processing chain. the visible silver crystals in the film
negative's emulsion add something very important to the filmic vibe,
so let's try to recreate it. a quick note, we'll use a fairly simplistic method for adding grain only
suitable for static renders, even though there are ways to make animated noise in Blender compositor.
all right we would need the image node with the film gran texture loaded in, you can find
one in the project files... if you hold Ctrl Shift and click on this node you will notice that I
cheated a little bit and this texture resembles a digital noise rather than a film grain, but it
will work just as well for our purposes, so let's connect it to the second socket of the
newly created mix node, set the blending mode to Overlay... it led to some rather weird darkening
of the image and that's because this texture was designed to be used with the linear color space,
that is important to keep in mind, the color spaces of any texture whether it should be srgb or linear
and then basically what we need to do is mix in a teensy bit of that noise, homeopathic dose really.
it could be pretty hard to see, I hope you are able to to notice it through the video
compression. let me zoom it in for you. our digital noise texture imposed over the image helps to
break up a perfect digital look, the straightness of lines, it kind of brings all elements together
by throwing in a layer of entropy on top of it and diluting the digital look just like we have said,
so that is our film grain even though it's not necessarily *filmic* in this particular case. it is
also worth mentioning that the size of the noise can be changed with the help of this scale node.
and I also wanted to mention that we have included some real film
grain textures in the project files like the real deal, so have a look.
that being said, a tiny amount of a good old random noise or Perlin noise gets the job done in this
case. and that is usually one of the finishing touches that I add to the post-processing pipeline
that helps to soften the digital look, even though it's a digital noise (that's paradoxical) :)
next we'll have a look at the output blanking AKA changing
the aspect ratio visually and then we recap the steps that we have taken.
in the realm of cinematic post-processing, changing the aspect ratio to something
white screen is an easy win :) I know it could sound weird but adding the black bars to the
top and bottom of the image or so-called letterboxing the image could make it look
slightly more cinematic right out of the box or let's put it like this... it could be a useful
way to explore different possibilities related to changing the aspect ratio. so let's set up a
box mask, set the width to 1 and the height to something that represents our letter box.
a quick disclaimer, it won't be terribly useful in the case of this image because it was already
widescreen right off the start but other than that it could be very handy to know... so... uh the
box mask goes into the invert node and that goes into the mix factor of our aspect ratio mix
node, then the height parameter in the box mask could be used to calibrate the output blanking.
to avoid any confusion the output blanking is meant for... well... for preview. the aspect ratio of
the final render should be defined in the output tab via adjusting the resolution.
and of course we should also mention that there is no direct link between some aspect ratio and how
cinematic it looks in the end, so when I say that the widescreen aspect ratio is somehow cinematic,
I'm obviously being ironic (even though it's true to some extent) :)
there are some historical connotations of certain aspect ratios like anamorphic format or 4x3 that
was adopted more than 100 years ago originally, but anyway I think it is still very useful
to be able to control the aspect ratio like that in the Blender compositor so here we go!
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.