You can directly undistort footage in the Sequencer, once you have it set up correctly in 2.8.
Open up the movie clip editor and open your footage.
To properly choose some distorsion value, we will have to be able to preview the result. Go to the top right of the movie clip editor, click on Clip Display and check Render Undistorted. This will give us the ...
Holdout based on a material
The Holdout shader node sets the alpha to zero for the area occupied by the object in the rendered image. This is documented in Blender's manual:
The Holdout shader node is used to create a “hole” in the image with zero alpha transparency, which is useful for compositing (see alpha channel).
Note that the holdout shader ...
If you use the Shader to RGB node combined with Greater Than node. You can differentiate between light and shadow to create a cell-shading effect.
Simply add a texture to the original Diffuse BSDF, to texture the transition between light and shadow.
This is how the effect looks in motion.
You can sharpen or smoothen the shadows edge by decreasing the ...
Simply set the output format to OpenEXR MultiLayer and save the render, it will store all render passes. Create another project for the compositing where you load the image(s) through an Image node. All render passes will be available as sockets, if you set the Layer in the Image node to (one of) the View Layer(s) you've rendered.
Example of multi-layer ...
When in doubt, use the Image pass.
provides unmodified render result
output also comes denoised by the Internal denoiser if it's enabled
provides a Despeckled image (useful when render has fireflies)
may cause bad shadow artifacts for low sample counts
Denoise node in Blender Manual
Blenderartists.org discussion from ...
There's currently no effect strip (that I know of) that directly allows optic compensation on a clip as simply as it does in After Effects (that would be a good vse coding project to work on). But you can use compositing nodes in a separate scene for a clip and then add that scene to the VSE in your original scene.
(Note that you don't need to use a plane to ...
Just toggle one of your nodes off and on again.
Viewer/Composite nodes refresh only when there's a change in the compositor.
You can use M on your keyboard to Mute/Unmute a node.
Or just disconnect and reconnect it.
For now Intel's OpenImageDenoise is superior to all the other ones. From the release notes:
Compared to the existing denoiser, it works better with more complex materials like glass, and suffers less from splotchy artifacts. It also gives better results with very low numbers of samples, which can be used for quick previews.
It's just a post process so ...
Don't use ID Masks
Just don't. They have little use, this is a really poorly designed feature. You simply cannot make a good mask with a 2bit color depth image.
Cryptomatte is the solution
Look into using Cryptomatte. You need to enable it's layers in the View Layer properties tab:
You can then get any masks easily using Cryptomatte node in the compositor ...
This issue was discussed in Controlling ColorRamp nodes with Group Inputs post but as Blender workflow get simplified and I wasn't able to find this post druging googling I decided to add another answer.
Right click on source and choose "copy as New Driver" then go to the target and "Paste Driver". You can use any group node silder as a Driver.
You actually need a layer with alpha information if you use alpha over. As you can see in the preview in the node editor yourbackground is actually gray instead of transparent. To fix this just go to the properties window -> Render -> Film and tick transparent.
Happy Blending! :)
The difference comes from the dithering. This post-process is not applied on the viewer node but is applied on the render. You can find more info on dithering : https://docs.blender.org/manual/en/dev/render/output/settings.html#dithering
Dithering is a technique for blurring pixels to prevent banding that
is seen in areas of gradients, where stair-...
If you have several layers, every layer has an "Use for Rendering" option. Tick this on all the layers you want and untick all you do not need. That's it.
The python property is ViewLayer.use, which you can access for each layer per data-block: bpy.data.scenes["Scene"].view_layers["LayerName"].use or per scene in context: bpy.context.scene.view_layers["...
I suggest a different solution:
here's the Compositing setup:
The first node (image node) is an empty image (generate in blender as 100% alpha image) with the full size of your output image (1024x512). When the alpha image is added to the rendered image, the output (file output) is a 1024x512px file.
Add the second scene (again translated in the opposite ...
You can get pretty good results with Translucent BSDF and a point light inside.
Emission shader isn't best, because it's uniform across the whole surface, nad doesn't receive shadows.
Settings are the same for both engines, but Cycles uses slightly lighter translucency color
For Eevee I enabled Bloom, for Cycles I'd probably use Glare node in Compositor.
Did you make sure to disable the Motion Blur check box under the Cycles render properties panel? If not, the Vector Pass won't work properly
Also, for some reason, in order to save the Vector pass to OpenEXR with proper values, you first need to convert it from to RGBA then to Image format.
Something like this should work:
Also, to verify the values ...
PNG is a terrible format. You should forget it even exists.
Blender does only what the operator instructs it to do. If the setting are to output on a certain color space, then that is the color space it will use. If the original source is in a different color space blender has no way to guess what that might be.
Any image displayed in the wrong color ...
No, the compositor will not degrade rendered images.
The compositor works with 32bit float precision, in scene referred linear.
Of course there could be intentional or unintentional degrading by using nodes and poor judgement on the node tree.
Banding would happen when the image is saved to 8 bit formats as it cannot resolve subtle gradation with only 255 ...
Cycles - simply Mix render Alpha pass with Glare and plug into Output node > Alpha socket.
Worked with PNG 8-bit RGBA format. (Doesn't has to be OpenEXR.)
Note: Viewport vs Render F12 issue persist, from devs side -missing transparency of emission in alpha channel is as designed, viewport is broken.
You can do pretty much whatever you want with the channels of an image with the compositing nodes. Look through the nodes in the Add menu(Shift+a in the Compositor). In the Converter section there are a lot of interesting nodes and amongst them Separate RGBA and Combine RGBA nodes that split and combine channels, so you can simply connect the channels in any ...
I have since found the cause - User error.
Blender was running fine but as I was scaling from a 4K to HD image it was processing the 4K image, then scaling then processing the HD image, which took 6 times longer. I exported a HD version of the images and used that and render times dropped to .7s/frame, which is what I was expecting.
Following example creates a new node group called NewGroup (based on How do I create a custom node group for the compositor?) for the Texture Node Tree, containing three Math nodes as well as one Distorted Noise node plugged together properly:
# create a group
test_group = bpy.data.node_groups.new('NewGroup', 'TextureNodeTree')
# create group ...
One challenging aspect of this effect is that the strength of the color shift increase with the distance from the object that is in focus. This is solved in the compositor by using the depth and a user supplied distance that is considered in focus, to calculate the intensity of the applied color shift.
Unfortunately the color shift produces ...