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in this lesson
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we're gonna learn about field curvature
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which is a somewhat rare optical problem
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but we still need to know about it
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and we can still apply it
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so here's where we left off
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and I've added some notes to our lens distortion
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as you can see here
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whether you are adding it to a CG image
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or using it inside of a real footage pipeline okay
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so now let's talk about field distortion
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and this is an image essentially describing
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uh field curvature distortion
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so what happens is
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uh we have these circular lens elements
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and so when we focus on a specific area
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or when the center
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light focuses on a specific area
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the light that comes in from an angle
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wants to focus on a curve or a circle
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now if you think about the inside of your eye
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this is exactly what's happening
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we have our Iris in the front
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and it is hitting this curved backing
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so that we can focus
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uh essentially across our entire field of vision
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now in the real world or in our cameras
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we have a flat sensor
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so what happens is that this
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field curvature means that objects
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or light that is coming in
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not from the center
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but from the edges of our lenses
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will begin to be blurred
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and as you can see here
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the focus is actually in front of the sensor
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so when the light hits back here
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we are going to have a blurry object
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so what this says is
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inside of any frame
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the edges of our frame should be slightly blurred
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now in the real world
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camera lens manufacturers again
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are very smart people
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and they have figured out how to manufacture lenses
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so that this blue light
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actually focuses very close to the initial sensor
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however it is not perfect and we
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can learn how to add this in so again
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field curvature
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is something that happens in the real world but
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many lens manufacturers have spent a great deal of time
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fixing this but again
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let's add in just a little bit okay
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so the question is
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how do we blur just the edges
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now you might be thinking
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let's add in a roto node and let's add in a blur node
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uh kind of like how we created our vignette
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and that will not actually work uh
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how we want
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the Blur Mask port will only
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mix between blurred areas and not blurred areas
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so instead of connecting this up
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let's just throw that out entirely
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so what we're looking for is a note that will blur
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different amounts based off of image data
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and we actually have one of those
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it's called the Z Blur note
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now uh it's gonna be at the bottom of my list
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so I'm gonna hit tab and drop in a Z blur
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and this is traditionally used to do
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depth blurs however
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what we can do with this is also use it to
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blur different parts of our image at different values
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okay so let's plug this in
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and initially
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this is gonna be going off of a depth channel
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which we honestly don't have yet
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as you can see here
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it is empty
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and so it is just blurring our entire image
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now for this
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we're gonna need a
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some kind of an image that shows us where
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the corners are
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and if you're feeling
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uh really creative
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or if you remember earlier
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we could use this
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radial that we created to um
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add in our vineyarding
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so let's go up here
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and let's see
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do we want to
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pipe it in uh
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let's just shuffle
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copy this into a new
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channel for now
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so when I hit tab
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and let's type in the shuffle copy note
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and I'mma plug this in
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to our current pipe
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and plug this into our radio
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and I'll add a note here so we
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remember what we're doing
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so this is going to be copy
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in vignette
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okay so we'll take the alpha
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of R1 which yep
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and let's plug this into a new channel here
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so let's go to
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new channel
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it's gonna call this our vignette
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and we don't really need RGB
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uh so we'll just
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call this the alpha
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and let's plug the
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red into that vignette
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so now if we go to our vignette channel
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we have this nice
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colour okay
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uh if you wanna learn more about shuffle
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copy or channels in general
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take a look at our introduction to channels
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in nuke course
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alright so back to our Z blur
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so now let's take a look
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and down here
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we still have
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our vignette channel
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because every single merge is going along the B pipe
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and let's see here
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it looks like oops
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this Z blur is
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not going through
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our last lens distortion
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there we go
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okay so now
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let's change
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our Z channel to
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our vignette dot alpha
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and here we go
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everything comes back into
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sharp focus
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and let's go to
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our focal plane set up
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and let's begin
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changing our focal plane
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so what we wanna do is
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we wanna have the entire
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center area green
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so let's pull
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the focal plane back a little bit
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and let's increase our
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depth of field
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quite a bit
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let's give it a second here to think
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so let's keep pulling this focal plane back until we
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get into the center of our image
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okay great this is looking much better
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okay so now
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anywhere in green
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we will not
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be blurring
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anywhere in red
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we will be blurring
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so let's take a look
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at this now
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and we can see
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it's a very
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subtle effect
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but you'll notice
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now our edges
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are the edges of
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our frame are
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ever so slightly blurred
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and again this is
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uh partially
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or we're adding this to
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show field curvature
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now our current settings of a level 1 blur
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or a size 1 is probably pretty good
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again most lenses
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will not show too much field
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curvature in them
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but if you want to really uh
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blow this out
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you can continue to increase the size
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so that well
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maybe not that much
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that's a little extreme
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but as the objects get closer
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and closer to the
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edge of our frame
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they begin getting more
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and more blurred
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and of course
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you can come in
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and play with this focal plane setup
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maybe decrease the
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depth field a little bit
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um maybe pull
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forward the focal frame
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or the focal plane
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so that only the center
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is in focus
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and as you can see
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that just adds a little
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bit to our image
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now this is a little bit too strong for my taste
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so let's come back here and let's reduce the size
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and again increase that depth of field
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until we are only blurring the edges of our image
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okay great so now we've come in
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we've added just a little bit of field curvature blur
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so that the edges are much more
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or a little blurred compared to the center of our frame
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and this gives us uh
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somewhat similar to a vignette effect
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in that it makes us
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makes us focus on the center of our frame
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so that is how we can add in a fuel curvature blur
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effect here inside of nuke
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