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welcome to this overview of pxfz Defocus
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note that a Pixel Fudger version 3 now includes three
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different
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defocus nodes
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we have pxfz defocus for depth based defocus
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we also have two other nodes
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we have pxfi defocus to use any random
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ramp or gradient as a source of defocus
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and we have deep defocus to defocus deep images
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this video is about zdfocus
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there will be a separate video about idfocus and d
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defocus
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so let's have a look at the real life example here
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I've got a
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3 render here that was delivered to me with aovs
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so if I look here I have a depth pass
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the values are normal values in meters
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so this scene is in meters
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so if I look here at the value the chair
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is about half a meter in front of the camera
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the wall is about 8 meters away
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this chair is about 2.4 meters away and so on and so on
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so now that I have a good depth pass I can try to
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defocus this image
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of course you could do that with the built in
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zdfocus node so nuke includes a zdfocus
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and you could totally achieve a good defocus with it
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however the interface is not the most user friendly
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and there's one big thing that's missing here is there
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there is no way to include camera information
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like F stop focal length or
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sensor size and so on
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so that's a little omission here
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there's we have to estimate the size of the defocus
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and there's no way to
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enter values for our lens here so
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to try to work around that we now have a
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PXF ZD Focus which essentially is a front end for
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ZD Focus so under the hood there is a single
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ZD Focus node along with some utilities
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but the bulk of the work is being done by
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is that the focus node
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so here I'm gonna connect my rgba
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Z input so it's expecting the depth to be on a
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separate layer here
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here we go put my viewer on it everything goes blurry
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I've got an autofocus Jack
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if you don't see it make sure your overly is turned on
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with Q and then
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if I move the autofocus Jack
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I can specify which area is supposed to be in focus
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so now I'm focusing on the wall
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if I bring it here I'm gonna focus on the chair
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there we go and if I put it forward here
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I'm gonna focus on the chair in the very foreground
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like so
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so let's
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go back to that middle chair here
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all right so let's have a look at the various
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knobs and controls here
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so first I got to specify which kind of
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the focus I want I've got a choice of
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gosh and blur which is not
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real life accurate
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this doesn't look like a real lens
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but you might want to have
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some variable blur
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for some reason
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you can do the focus which will give you
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little circles
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actually
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let's change the defocus point to be able to see the
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filter a bit better
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so I'm going to focus on the chair in the foreground
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here we can see the filter so if I go to gaushan
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you can see that it's a gaushan blur like a blur node
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this doesn't look like a real life lens
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if we choose the focus
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then this would look like a lens wide open with a
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circular aperture
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and then we can choose bouquet which will
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use the custom bouquet
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and we can customize that using the bouquet tab here
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so if I want let's say a 5 blated lens
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I can change the number of blades
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and now I'm seeing little pentagons
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instead of little circles
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if you want to see the
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bouquet shape you can click View Bouquet
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and customize
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the bouquet
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character
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so you can have a donut you can have more noise
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you can have more chrome aberration and so on
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so you can customize that
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as much as you want I'm not going to go through every
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knob here each knob should have a tool tip
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so if you're not sure what a specific knob does
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you can look at the tool tips
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and if we turn off View Bouquet
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now we're back to our rendered image
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and we could see our beautiful
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custom bouquet here
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if you need a very
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custom bouquet and you cannot achieve it with the
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bouquet tab here you can feed your own custom image
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in the bouquet input
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now we should have a little b's
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as our d focus shape here
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so this is the bouquet tab
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let's go back to regular round d focus
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here we go so another big feature here is
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lens simulation
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so if I know the f stop and
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aperture of my lens I can plug that in here
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and get real life accurate defocus
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so let's move the focus point
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to the middle somewhere here
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here we go and go to the Lens Simulation tab
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and click enable Lens Simulation
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our specific scene is built in meters so we're gonna
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switch that to meters
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this lens is a 35mm lens
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the f stop we get to choose the f stop
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and the sensor size for this specific render was
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32mm wide we only need
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the sensor width
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here we go so this is a physically accurate
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depiction of what the defocus should look like
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if we took a picture of this scene
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with a 35 millimeter lens at f 1.4
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on a film back or a sensor that was 32 millimeters wide
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so this is a big update compared to the built in
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Z the focus node
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that comes with nuke
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now we can enter real life numbers here
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so let's go through the other
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parameters we've already covered
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the type of filter here
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you can turn on and off GPU if you
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have a powerful GPU
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if it gets too slow
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you can decrease the resolution for more interactivity
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so you can choose half Rez quarter Rez 18th rez to get
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faster if your depth is not stored in depth point Z
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you can choose which channel your contains your depth
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so usually it's gonna be depth Point Z
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if it comes from a deep from image
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you might want to use deep front
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but most of the time it's gonna be depth Point Z
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if it's not in one of these channels
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you'll have to shuffle it first
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depth style refers to which type of depth encoding
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is it real values like our shot here
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was the values really refer to the depth
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or is it more of a scanline render type of
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format where each value
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has been inverted so 1 divided by the value
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so this will be for
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scanline render and this will be for most 3D packages
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autofocus this is the picker
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this is what we move here
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so you shouldn't have to enter values here
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this is just to move the picker by hand
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focus plane is how far away in front of the lens is the
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area that's in focus
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so that chair that we want in focus is at 2.37
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meters in front of the lens
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we can use the auto focus picker
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or if you have a very busy scene
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you can enter value by and
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if you know how far away the item is
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so I know this wall is about
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8 meters away
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so if I set the focus plane to 8 meters
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then the wall should be in focus and everything
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else will be out of focus
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here we go let's go back to the chair
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if you do not want to use
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lens simulation you can specify the blur
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or the amount of the focus by hand
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but this is great out
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because lens simulation is turned on
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let's turn that off
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and now we can specify the amount of
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defocus at infinity
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so at infinity will have 15 pixels of defocus
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note that this is not the maximum
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amount of the focus possible
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if you have something really close to the camera
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it's gonna be much bigger than 15 pixels
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so that's why we also have max size
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so this is an upper limit on how
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blurry things can get
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so if you have stuff really close to camera or really
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big
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size or a really big aperture
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then you might want to increase the max size
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so this is the limit of how big
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single pixel can be defocused
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aspect ratio is for animorphic type defocus
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so if you set it 2.5
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then you will have ovals instead of
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circles
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here we go and mix is a mix knob just like
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most nuke notes
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you can
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have mix your result with the original if you want to
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there we go so
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if you need to limit the effect
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only to some area of the frame
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then you can mask your effect for example with Erodo
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like so
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and now you can limit the effect only on some area
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so the mask is not meant to feed depth information
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depth information should come in the rgbaz input
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so there you go
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that was an overview of PXF Zdfocus
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a more user friendly front end
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to the built in Zdfocus node
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I hope you've enjoyed it and I'll see you in the
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next video goodbye
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