How to Use The New Depth Of Field In Cinema 4D R13 104 Comments
I’m finally back in Chicago and excited to do more C4D tuts. In this tutorial, I show you how to use the new Depth Of Field settings in Cinema 4D R13. The new physical camera and physical render settings allow us to set the f-stop to control the amount of Depth Of Field just like in a real camera. It even allows us to push it more than a regular camera would let us for super-shallow DOF effects.
Examples



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104 Comments
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awesome
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can u plz make on tutorial on motion blur too:)
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try the cineversity tutorial for motion blur it tells you all you need to know.
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Hi Nick,
Would you use the physical render DOF for animations or stick to the depth pass because of rendering times?
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Thank you soo much!
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I have spent a couple of days trying to figure it out and you have brought the answers to all my questions in a great tut.
Thanks so much! -
There is a plugin/script that i have that does DOF even better than this Nick.
Sorry people I don’t have that link on me – However Nick if you’d like, shoot me an email and i send you the link or a copy of the script.
chase
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Is this a C4D plugin?
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any chance you could publish it to mediafire or something and shoot me a link???
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Hello Nick,
I’ve searched the R13′s help menu, preferences and various online tutorials, but cannot locate how to enable the R13 camera’s Depth of Field contact points, defined by yellow dots.
There are 4 yellow dots with a central dot that defines the cameras depth of field … these are not enabled in the physical camera …How do I enable this visual aid, so as to grab the field and changed the focal distance interactively?
much appreciated,
Laurel -
Hello I’ve searched the R13′s help menu, preferences and various online tutorials, but cannot locate how to enable the R13 camera’s Depth of Field contact points, defined by yellow dots.
There are 4 yellow dots with a central dot that defines the cameras depth of field … these are not enabled in the physical camera …How do I enable this visual aid, so as to grab the field and changed the focal distance interactively?
much appreciated,
Laurel -
I believe you referenced ‘those of you familiar with Digital SLRs’ in your intro to the subject. I’m old enough to be familiar with the f/ stops on bolexes! Thanks for the great tut.
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Hi! I liked the tutorial, although when I chose the ‘Progressive Pass’ (52 minutes ago), it’s still rendering in the 139 pass. How many passes are there with the PP option?
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Hi Nick, I’ in r13 can you tell me why DOF physical render is only blurring the texture on the object and not the object itself?
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OMG the results are awesome!!!
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thanx homie
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Wow how EXTREME is the DoF on that Peg!?
Nice tips though thanks! I’m having trouble with the advanced biped in character controls… any chance you can cover this?
Cheers x
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Great stuff as always nick… can’t wait to update to R13
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Does R13 effect your plugins in anyway, particularly thinking about the user of the new physical render vs you two studio packs. What are the pros and cons of choosing one over the other
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Nice. By the way if anyone isn’t too familiar with F-stops and all of that photography stuff, this cheat-sheet is a great resource – http://pinterest.com/pin/169601893/
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Any idea whether the Depth pass can recognise alphas in textures yet? Such an annoying thing not to be able to do.
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WASKNIJPERSSSSS. Trés nice!
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Great tutorial Nick!
One useful thing I’ve found is to have the focal length lock onto a cube and make the cube a child of the camera and hidden from the renderer.
Towards the end of the tutorial you were trying to show a “difficult render”, but I don’t think your focal length was changing with the movement of the camera so the results were just blurs. Great stuff though nonetheless. -
sexy dof! ; ) how was the rendertime ?
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great results!
too bad physical is SOOOO slow…
3lightproductstudio GSG LKP>
AR3 GI : 8 sec (low settings but clean)
Physical : 7 mn!!! (and grainy result) -
awesome….. as ever!
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Now I feel like i’m a photographer

I’m loving the new physical renders !I learned a bunch of stuff from photographer friends that i just re apply in R13 last week. Like what F-stop, shutter angle/speed are and what they’re used for.
Basically, Fstop changes the depth of field and Shutter Angle/speed change the motion blur. (and if I remember right, they both also affect the overall lighting)
Am I right ?
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AWESOME TUTORIAL
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awesome, here come the r13 tuts!
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Hey guys.
I have the perfect site for everyone to learn about cameras.
It’s a flash player with a photo and the controls of a regular dslr.
As you play with the control you can see the results on the photo.Have fun!!
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It’s worth remembering that the Physical Camera and the Indirect Illumination mode, although linked, are two separate things.
You can continue to use the older GI (IR + QMC for instance) and still have access to the new DoF and motion blur. In a lot of cases this is going to be way faster than using the new GI (although not always). -
Amazing results
But Very Slow any Solution .
Sir
?
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Thanks Nick.
Using / animating a null and using it as the Focus Object seems an easier and more accurate method than entering a Focus Distance.
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How dod you make that book? (in the previews below the video) looks really cool nick! tutorial on that?
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Is it only me or is every video on this site out of sync? I like the site though
Good work Nick! -
So glad you are back in town. Been looking for some R13 tutorials. Would love it if you could break down some good settings for the physical rendering engine. I’ve got it working for some animations but my settings are either taking for ever or looking like crap. I’ve got to be missing something somewhere.
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Great Tutorial Nick! It seems that most people prefer to use the physical render for still images.. Will you be making any tutorials on the new character animation tools?
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so…again
really great renders! the dof looks awesome!Thank you Nick! Can’t wait to earn more money for updating to C4D R13.
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the guy cant do a render without shperes & balls
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Thanks Nick. I love sitting down to a new tutorial with a hot mug of Red Rose tea.
Regarding focus shifting: I personally prefer to do it the old fashioned way – with the camera itself moving. Helps me get away from what I’ve dubbed SCS – Static Camera Syndrome.
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Massive tutorials
Great jobyou’re always helping us
thx Nick -
You ARE the gorilla! Can’t wait for more C4D13 tuts.
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Some nice tips, im stoked about being able to apply a custom shape to the iris for some interesting bokeh effects too – also mind sharing where you got that HDRI image from? its lovely!
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Upload that scene Nick, i wanna do the same test you did i’m not a modeler can’t do pretty things yet.
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Good day Guys,
The previous way from R12 is that i set the depth in the camera object which will allow me to have the depth pass.
Can we achieve the nice dof and motion blur from the R13 physical renderer in post? Like rendering out a depth and vector pass from the physical camera? I tried and uncheck the dof and motion blur in the physical render and use the multi pass and brought it to AE but just could not get the nice render R13 has.
Am i doing anything wrong?
Regards.
B. -
R13 im Coming!
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How do you get your renders to look sooo damn real man!
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I’ll never sleep again
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That’s Actually really helpful thanks.
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Thank you so much for the lessons. Greetings from Russia.
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Cool! I just got my r13 so I’m gonna play with it
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Great news! Realflow doesn’t seem to have released a plugin for C4D r13 yet, but I tried using the old one for the r12 and it works!
So excited, I didn’t expect so -
Oh man! Thanks alot.
This is so helpfull!Cheers,
oLi
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Nick, what happen with rigid body in cinema 4d r13? Can’t turn on dynamic when apply to an object like I use to do in R12. Any info? Tnks!!
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There was a problem when you use transparent objects like glass. If a glass wall overlaps with a thing that far away DOF engine ignores the far away thing. I don’t know If I can explain it. :S
Have maxon fixed that problem? -
Nice as usual. Hey any chance you could do, or maybe have already, A tut about doing DOF / motion blur stuff in post? You touched on it briefly but maybe a little tut showing the process would be cool, because I have wondered how that would be best achieved. Thanks U silly Gorilla!
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I definitly liked that tutorial. What I couldn’t belevie is the physical renderer in progressive mode.
In your tut you already pointed it out, that this setting will slightly works on the shadows and goes on and on and on and on…At the beginning I was that disapointed about the result, even still had your words in mind.
I thought, R13 was already done. The only thing was, that all processors were still on max.
Even after a couple of minutes, but the result now was amazing. I couldn’t believe my eyse. But as said: after minutes!
It seems, that it gets better and better. I start making screenshots, just to proof it and even after 10 minutes, the shadows still getting still optimized.
It’s cool on the one side, but on the other, well, I don’t know. For a still which was done before (with old DOF) in less than a minute and now 15+ min, I don’t see a real efficient way to use it.
What do you think.Cheers
John -
Great tutorial
Useing Depth Of Field along with the physical render in the progresive mode works great for still images, but what about useing it in animation ?
it just keeps rendering for evever !would it move to the next frame automatically ? or I have to set something somewhere ! !Thanks Nick
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I just installed R13, and rendered a scene with a visible light shining through some object from behind, but the rays are very grainy. Do you know why that would be. The scene was build in R12 and rendered out fine.
Thanks a million.
Love your postings and tutorials!!!!! -
Thax Nick for the tutorial, just a quick question though… what version of R13 do you use? and can you post your window layout for R13 please…
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R13 is making me wish I had a more powerful system so I could render as fast as you Nick. Mine’s still fairly strong (2.66 GHz Quad-Core i7), but it’s nowhere near as fantastic as yours.
It’s amazing how Physical Renderer can really show just how much a better equipped computer can make better renders. It really illustrates your point about computer upgrades you made a few months back.
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setting the physical render to progressive is nice but one question. in progressive mode I have to stop the render manualy. If I do so in the middle of a pass (lets say pass 50) will the image be saved with the pass 50 unfinished or what?
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dude!! i have 24 gigs of rammm and i have an intel croe i7 cpu x990 A3.47 ghz
64 bitand i cant even render the piano strings project that coems with r13? whats up with that?? it tells me i dont have enough ram?? hello!! i have 24 gigs!! anyone else having ram issues with physical renderer?
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I all ready test the progressive mode and it makes 127 passes i leave for 25 minutes!! very nice render but you need to stop it always, so i try with the still mode with 12 sub and has the same results.
thanks Gorilla.
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this is fantastic!! thanks heaps
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Nick, I am your big fan.
You have great tutorials, but the latest tutorials are so bad!
If you don’t have inspiration, tell us, we will send you some examples for breaking down…
Thanks -
Can’t believe that Nick doesn’t talk about alterntives … like “depth map”… and there is not just one comment about “depth map”. All of you: please google “depth map” + Cinema 4D or any other 3D Programm you use.
And I know… “Depth map” is kinda fake. But its better than those greyscale layers which Nick is using in post.
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show me how to model that clothing pin
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Im supporting the V-Ray movement, im still on R11.5 but ive got V-ray for it so all this new stuff in 13 doesn’t seem worth my while upgrading, and im mostly working on still images so mograph and the new physics engine isnt much use. Do I upgrade or stick, is it worth it. Im not convinced.
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Hey there Nick,
At some point you mention not being able to set a specific clothes pin in the ‘focus object’ field of the camera, due to using a cloner. I don’t have R13 to test it myself, but the first thing that popped into my head was; perhaps if you define a pin using a mograph selection tag, you can drop that into the focus field without having to make the cloner editable? -
Post-production on a production software is not a good idea. I never use DoF in Cinema so these new features are useless for me. They should really concentrate on dynamics and better animation tools. Nuke, Motion or After Effects do a better job at this.
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True Lens Land – sounds like one awesome theme park.
Nice video Nick, looking forward to seeing more R13 stuff soon!
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Hey Nick,
After seeing some of the examples on Maxon’s youtube channel on the new physical render engine I was really interested in the ability to pull focus with the depth of field effects and get interesting bokeh. I noticed that they were able to get very crisp edges on their bokeh effects. I have tried setting the diaphragm shape to 4,5,& 6 edges but the blurred highlights always appear round and soft. The video can be found at: http://www.youtube.com/user/MaxonC4D#p/u/16/VZpTh-p49k4 and the effect can be seen at 1:29 into the video. I have checked out all the include scenes, like the piano strings and see that they show slightly, but nothing as pronounced in the linked video example. Any info you have or can find on this would be greatly appreciated! -
I can’t use the scketch and toon with physical render !!!
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Great tutorial Nick!
My camera dof control handles dont shows up in my viewport… anyone has a clue?
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Ok.. Sorry I was not on model mode… so the handles was invisible… AutoFixed!
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w00t ?
The new physical wasn’t meant to be quicker ?
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True True. A smaller F-stop number means more light is coming through your lens (i.e, brighter lights), and gives you a shallower depth of field.
The shutter speed is how long each individual frame is exposed to the world. The longer it’s open, the more light that comes in – meaning a brighter scene with more motion blur.
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Looks like you finally can, if anyone cares.
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I care and its about time.
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i can never do it!
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Tags > Simulation Tags > Rigid Body/Soft Body/etc
That is the studio version, not sure about the others
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From my experiment yesterday, they removed the shortcuts from the Simulate menu, forcing you to use the tags like AGoberg mentioned. I’m also running the demo, so it’s possible they’re there in the real version.
This is also assuming you have Studio.
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Only studio can do that.
http://www.maxon.net/fr/products/general-information/general-information/product-comparison.html
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Nop. But you can use zBlur wich works great through glasses, etc.
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Check if you are rendering with the progressive Physical render, wich will show you a very grainy scene at the first pass
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hei “the gorilla”, thanks so much for your answer and for your great work with your tutorials!
bought your “everything C4D bundle” and love it!
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I too am getting the memory error but when rendering animations as Quicktime Movie with R13.
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I’ve heard you can use the R12 layout (and plugins or kit) in R13.
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render image sequences.
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I would prefere support for vray in your lightning kits more than for the physical renderer ..
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.. you are the man ..
.. vray has the most advanced renderer at the moment and for professional use it´s very popular .. -
There’s a focus expression posted at CGTalk that could be of help.
http://forums.cgsociety.org/showthread.php?f=182&t=898979
Page 4 “dangTARGET_Py”
Cheers
Lennart -
So still I must pay for a third party plugin. It’s not that expensive but not cool if I still have to use a third party. Thanks Carlos.
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I did render with progressive Physical render, but even after 124 passes it was still grainy. The depth of field ended up being very nice, but the visible light stayed grainy. I changed the “Sample Distance” in the “Visibility” tag in the object manager from 25 to 5 and that looked much better but slowed down the render time tremendously.


