Compositing Nodes

Материал из Blender3D.

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Glare

The glare node can be used for adding extra bloom to highlights in an image, simulating atmospheric glow, or lens filters. The various filters work best on HDR image sources, isolating highlights with a threshold.

   * Modes: Streaks (with variable number of star points), Simple Star (faster, 4 pointed star filter), Fog Glow (soft haze/bloom), Ghosts (lens flare effect)
   * Quality settings: Low (fast), Medium (medium), High (slow)
   * Iterations: Higher values can increase accuracy at the expense of speed
   * ColMod: Introduces a spectrum color distortion effect
   * Mix: Controls the blending of the glare with the input image - ranging from -1.0 (input image only) to 0.0 (input image plus glare effects) to 1.0 (glare effects only)
   * Threshold: Color value used to determine highlights
   * Streaks: Number of star points
   * AngOfs: Rotation offset angle for stars
   * Fade: Distance fade-out factor


   Various glare modes

Bilateral Blur

The bilateral blur node performs a high quality adaptive blur on the source image. It can be used for tasks such as smoothing results from Blender's raytraced ambient occlusion, smoothing results from noisy unbiased renderers, faking performance-heavy processes, like blurry refractions/reflections, soft shadows, or other non-photorealistic compositing effects

   * Image: The input image to be blurred
   * Determinator: The source for defining edges/borders to the blur in the image. For example if the source image is too noisy, normals in combination with zbuffer can still define exact borders/edges of objects. This input is optional, used only if connected.
   * Iterations: The amount of times the filter should perform the operation. It practically defines the radius of blur
   * Color Sigma: The threshold for which color differences in the image should be taken es edges
   * Space sigma: A fine-tuning variable for blur radius


   Bilateral blurred AO
   Node setup, using normal and Z depth pass as determinator

Lens Distortion

Lens distortion simulates optical effects such as barrel distortion, pincushion distortion and chromatic aberration, as exhibited by some camera lenses.

   * Distort: The amount of distortion, ranging from -1.0 (pincushion) to 0.0 (none) to 1.0 (barrel).
   * Dispersion: Chromatic aberration, separating the RGB channels and smoothly blending them for a spectrum effect stronger on the outer edges of the frame.
   * Jitter: Staggers the RGB channels randomly, giving a noisy effect rather than a smooth blend.
   * Fit: Scales up the image to fit the frame, instead of leaving black areas around the corners (like a strong fish-eye lens)
   * Projector: Disables lens distortion and superimposes the RGB channels offset in the horizontal axis, like an uncalibrated projector. The dispersion value controls the channel separation.


   Lens distortion, with dispersion

Tonemap

Tone mapping is the process of compressing the contrast of a high dynamic range image, in order for it to fit within the low dynamic range visible on current display devices. You can use this to bring overbright colors from renders back into range, as well as directly on HDR images. Blender's tonemap node provides two techniques that can provide different results depending on the input image source.

   Original high dynamic range EXR vs Rh Simple Tonemap
   Original high dynamic range EXR vs R/D Photoreceptor

Alpha Convert

A node to convert between different types of alpha in images: premultiplied alpha which means the R, G and B values are multiplied by the alpha value, and 'key' alpha where the RGB channels are independent of the alpha channel.

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