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08/02/11(Tue)15:47 No.7691200 File1312314464.jpg-(359 KB, 1920x1080, 3532523523525532.jpg)
>>7691016 Yes,
depending on which depth of field you use, its use can be a little
complicated. There are around 4 depth of field effects: 玉ボケDOF, SvDOF,
BeamMan_DOF, and TrueCamera. They mostly have the same effect, and I
think they mostly work the same as well.
Like motionblur, DOF is
also drag+drop. However, unlike motion blur, in most cases you have to
set it up to use it properly(but sometimes you can just D&D).
In
general, depth of field has a focal point. That focal point is usually
wherever the .x file's model exists. So, for example, if the coordinates
of the .x model are x=0 y=0 z=0, the focal point is at 0.
Most
DOF effects have the Si value as the range of the blur(so, if the value
is huge, objects in the distance won't be blurred; if the value is
small, everything will be blurred) and the Tr value as the strength of
the blur(Tr=0 means there is no blur, .5 is half strength blur, 1=full
strength).
Usually, you put the DOF effect on whatever
model/point you want to be focused on. So, for example, if you have miku
as the main model and you want her surroundings to be slightly blurred,
you would:
1. D&D the DOF effect into MMD 2. Attach the .x model to Miku; which bone doesn't really matter for normal use 3. Adjust the Si value to whatever is necessary for the scene 4. Adjust the Tr value to however strong of a blur you want and you're done.
Make sure you register the effect after you're done.
Note
that you can also simulate shifting focus by attaching the DOF to a
dummy bone and then moving the dummy bone around to change the dof's
focal point.
Personally, I just use TrueCamera. It's a combined
motion blur and dof effect. There's less control(motion blur is
controlled with Tr and DOF is controlled with Si), but it seems to work
more predictably and is often adequate. |