The BCC+ Lens Blur ML filter emulates the in-camera lens blur effect of adding circular or polygonal iris blade shapes to specular highlights within the out of focus zones in the filtered source.
BCC+ Lens Blur uses OpenCL and an AI / ML model to emulate a lens blur defocus/rackfocus effect where out of focus highlights of an image source take on the shape of the lens diaphragm. When a lens is used at it’s maximum aperture (fully open / set to the smallest f stop number) the out of focus highlights are typically in the shape of a circle, however, when the lens is stopped down (set to something other than the smallest f stop number) the blades inside the lens shape the out of focus highlights into multi-sided shapes. This filter includes a pop-up that can be used to match the different looks that can be achieved in the physical world based on the lens aperture setting. This pleasing optical result is referred to in photographic terms as Bokeh.
The BCC Lens Blur ML filter includes a comprehensive depth of field (Z-Depth) option, whereby a separate image can be used to control the depth and position of the focus field. An AI / ML trained model is provided for deriving a depth map greyscale image output for the z-map input.
Quickstart Guide for Using the Filter
- Apply the BCC+ Lens Blur ML filter to an image source.
- The filtered source will become blurred.
- Switch the View pop-up to Iris.
- You can use the Iris Scale parameter to interactively control the blur level while viewing the size of the iris.
- Switch the View pop-up to Z Map.
- You will see a greyscale image which is the depth map that will be used to determine the focus field.
- White pixels are closest to the camera, black pixels are furthest away from the camera.
- Twirl open the Z Map parameter group.
- Check the Enable checkbox to use the Depth Map ML model to control the focus field.
- Switch the View pop-up to Focus Map.
- Use the Focal Point parameter to rack through the focus field.
- Use the Depth of Field parameter to control how narrow or wide the focus field is.
- Switch the View pop-up to Output.
Special Note: Use the Refine Depth and Matte Tools control groups to fine tune the depth map and the generated focus matte results.
Presets and the FX Editor
The FX Editor provides a convenient way to store and retrieve factory installed and/or user generated filter presets. To select a preset, open the FX Editor interface and pick one from the Presets panel. Click the apply button in the FX Editor to return to the host user interface.
To save a custom preset, click the “Create Custom Preset” icon in the top right corner of the parameter list, next to the filter name, set a name for the new custom preset in the dialog that appears and click done.
Filter Parameters
Mocha Mask and Track provides a way for the user to select and track which pixels in the filtered source are actually going to be affected by the filter, via the generation of image based mattes, gradient mattes and vector shape masks. Mocha planar tracking and vector shape masking options are included in the PixelChooser, which allows for the generation of motion-tracked mask shapes as a hold-back mask.
For more information on the Mocha Masking and Tracking, Click Here.
Compare Mode
The BCC Compare Mode provides a convenient mechanism to compare the effect result with the original source layer. It provides several variations on basic split-screen views with the filtered clip placed next to the unedited original.
For more information on the Compare Mode, Click Here.
Allow Resizing: Available in Adobe After Effects only, this feature allows for manual resizing of the image to crop the edge of the effect.
View: Used to select the viewer mode.
- Output: Shows the final rendered effect.
- Iris: Used to view the iris shape
- Z Map: Used to view the Z Map
- Focus Map: Used to view the focus map
- Masked Layer: Used to view the layer that has been masked.
- Blurred Layer: Used to view the layer the blur is applied to.
- Blended Layer: Used to view the blended layers
- Mask Defocused Pixels: Hides pixels that have been defocused.
- Noise: Used to view the noise map.
- Noisy Iris: Used to view the iris shape along with the noise map.
Iris Scale: Scales the highlight uniformly
Iris Scale X: Scales the highlight along the X axis only.
Iris Scale Y: Scales the highlight along the Y axis only.
Blur Alpha: Controls whether or not to blur the alpha channel along with the RGB channels.
Gamma: Used to control the image highlight gamma.
The Iris Group
These parameters are used to control the overall look of the Iris shapes.
Iris Shape: Used to select the shape of the iris that you wish to use.
Iris Rotation: Used to rotate the iris around it’s center point.
Bokeh: Used in conjunction with the Iris Shape pop-up to define the shape of the out of focus highlights.
Bokeh Shading: Used to set the level of shading of the inner region of the highlights.
The Z Map Group
Map Type: Used to select the apropriate depth map for the project.
- None: Disables depth maps.
- Depth Map ML: Enables the use of Depth Map ML features.
- Layer: Enables the use of ZMap features.
Z Layer: Used to select a layer from the timeline as a z map source. Available when the Map Type Layer is selected.
Depth Map ML sub-group: Used to set up and control a depth map for the effect. These parameters are available when the Map Type is set to Depth Map ML.
Model: Used to select the desired depth map model
- Better: a slower but more precise depth map model
- Faster: a faster but less precise depth map model
Mapping Mode
- Scaled: Provides the user with a single Scale control for tuning the returned depth map result. Low values in the corresponding Scale parameter will generate more transparency, while high values in the Scale parameter will introduce more opacity to the result.
- Min/Max: Automatically defines the depth map using pre defined values
- Guided: Generates a depth map based on user defined start and end points in the image. A pair of position points, Guide Near and Guide Far, are placed over regions that are nearest to and farthest from the camera, which provides a start and end point for the depth map generation.
Scale: Available when Scaled mode is selected and used to tune the white the returned depth map result. Low values in this parameter will introduce more transparency, high values introduce more opacity.
Guide Far: Available when Guided mode is selected and used to set the far point for the depth map
Guide Near: Available when Guided mode is selected and used to set the near point for the depth map.
Brightness: Used to increase or decrease the brightness in the generated depth map.
Contrast: Used to increase or decrease the contrast in the generated depth map.
Gamma: Used to increase or decrease the gamma in the generated depth map.
Level Far: Used to tune the Far (furthest from the camera) region of the generated depth map.
Level Near: Used to tune the Near (closest to the camera) region of the generated depth map.
Invert: Used to invert the depth map.
The Refine Depth Group
This group includes a set of brightness/contrast/gamma controls to refine the output from the depth map model and also offers individual control over the near/mid/far regions with user definable range and position settings for each region.
Enable: Used to enable/disable the refine depth controls
The Far sub group: Used to tune the far regions in the depth map (furthest from the camera)
Position: Used to set the mid-point in the far range.
Range: Used to define the far range.
Brightness: Used to control the brightness in the maps Far region.
Contrast: Used to control the contrast in the maps Far region.
Gamma: Used to control the brightness in the maps Far region.
The Mid sub group: Used to tune the mid regions in the depth map.
Position: Used to set the mid-point in the midtone range
Range: Used to define the midtone range
Brightness: Used to control the brightness in the maps midtone region
Contrast: Used to control the contrast in the maps midtone region
Gamma: Used to control the brightness in the maps midtone region
The Near sub group: Used to tune the near regions in the depth map (closest to the camera)
Position: Used to set the midpoint in the Near range
Range: Used to define the Near range
Brightness: Used to control the brightness in the maps Near region
Contrast: Used to control the contrast in the maps Near region
Gamma: Used to control the brightness in the maps Near region
The Matte Tools Group
This group includes a set of parameters to fine tune the matte that is generated from the Depth Map result.
Enable: Used to enable/disable the refine matte controls
Matte Type: Select one option from the list to fine tune the matte
- Levels: Used to adjust Level Near and Level Far sliders found in the main control group
- Threshold: Exposes Threshold and Softness control sliders
- Range: Exposes Range From and Range To matte control sliders
- Slice: Exposes Slice Center, Slice Width and Softness matte control sliders
Threshold: Used to set the center point for pixels that are either black or white
Range From: Used to set the starting range (brights) of pixels to be included in the matte
Range To: Used to set the end range (darks) of pixels to be included in the matte
Slice Center: Used to set the end range (darks) of pixels to be included in the matte
Slice Width: Used to set the end range (darks) of pixels to be included in the matte
Softness: Used to soften the result of the threshold and range mattes
Choke: Used to choke or spread the matte
Blur: Used to blur the matte
Invert Matte: Used to invert the matte.
Channel: Used to select a channel from the layer that is used as the depth map image. You can select from the following options:
- Luminance
- Alpha
- Red
- Green
- Blue
Invert Z: Used to invert the z map
Smoothness: Used to smooth the z map
Focal Point: Used to set the point along the Z axis which is in focus.
Depth of Field: Used to control the depth of the focus field, or the amount of pixels that remain in focus.
Z Gamma: Used to adjust the gamma levels of the Z Map input image.
Near Scale: Used to increase the size of the blur applied to the pixels that are closest to the camera.
Far Scale: Used to increase the size of the blur applied to the pixels that are farthest from the camera.
Use Obscuration: Used to control whether or not to use Obscuration based on the Z Depth.
The Noise Group
Contains parameters to control the level of noise in the highlights.
Noise Intensity: Used to set the amount of noise in the highlights.
Noise Scale: Used to set the size of noise structure in the highlights.
Noise Stretch: Used to distort the noise structure in the highlights.
Noise Blur: Used to smooth the generated noise in the highlights.
Noise Seed: Used to set the random seed that controls the noise structure in the highlights.
The Highlights Group
Used to determine how highlights in the filtered source are handled by the filter
Highlight Mode: Offers 4 unique ways to address highlights
- Luma: Boosts the Luminosity values of the highlights
- Luma Boost to White: Boosts the Luminosity values and desaturates the highlights
- RGB Glow: Boosts the RGB and Saturation values of the highlights
- RGB Max: Boosts the RGB values of the highlights
Highlight Boost: Used to increase/decrease the overall levels of the highlight boost.
Highlight Threshold: Used to set the center point for pixels that are either black or white.
Suppress Threshold: Used to suppress pixels that are either black or white.
Boost Soften: Softens the overal levels of the highlight boost.
The Post Group:
This group allows the user to select a blending mode for the effect.
Apply Mode: Select from a list of 24 apply/blending modes
Apply Mix: Mixes the currently selected apply mode with the normal apply mode
Mix with Original: Blends the smoothed result back with the unfiltered source clip.
GPU Rendering: This popup allows toggles renderer in use for the filter.
- Default: By default the filter will utilize the installed video card and bases the render on the project settings.
- 16 Bit Float: Sets the render to 16 bit float
- 32 Bit Float: Sets the render to 32 bit float
- Disabled: Disables GPU rendering and switches to software rendering.