[heading]10.7. Adding Depth of Field and the Splash[/heading]
We are about to do something really fun and add the splash that is caused by the speeding car. In addition we will use the new DOF (Depth Of Field) features in the Camera Zoom Tool to limit the focus on the main character, which is the concept car.
Step 1: Let's start with the Car Layer to apply the new DOF feature. Select the 3D Zoom Camera Tool. On the options bar there are two variables that we are interested in. One is the “DOF Blur,” which establishes the strength of the blur and the other is “Distance,” which will set the plane of focus. In this example the Distance is set so that the rear of the car begins to blur into the distance (Figure 10.47). With the 3D Zoom Camera Tool you can Opt/Alt click on the rear of the car to set that as the focal plane (distance parameter in the options bar).
Step 2: Do the same thing for the City Layer but set the Distance so that the rear of the image is blurred and the foreground is more in focus (Figure 10.48). Also apply some Gaussian Blur (Filter > Blur > Gaussian Blur) to the sunset to honor our chosen depth of focus.
Step 3: A brush is created to start the initial stage of the splash. Figures 10.49 e 10.51 show the brush properties that were used to create the brush for the splash.
Step 4: Apply a purplish color for the foreground color and a dark blue for the background color. These two colors reflect the two extreme ambient light colors in the scene. Now apply the paint effect to a separate layer above the car. Use Figure 10.52 as a guide.
Step 5: To get the splash started give the paint some Motion Blur (Fillers > Blur > Motion Blur). A distance of 34 is used and leave the angle at “0” (Figure 10.53).
Step 6: We will now give this paint stroke the glossy properties of water to apply the Plastic Wrap filter (Filters > Artisic > Plastic Wrap) as shown in Figure 10.54 . Experiment with the settings till you find something to your liking.
Step 7: Now apply Motion Blur (Filters > Blur > Motion Blur), again with a greater distance (Figure 10.55). Now we have our initial splash.
Step 8: Duplicate the splash to add a stronger effect. Then give it a drop shadow underneath to show depth from the ground. Also, to further harmonize the colors in the overall scene use a Radial gradient to add yellow to the sunset and a bluish hue to the foreground (Figure 10.56). Now it's time to render the car with ray tracing. In the 3D Scene panel (Window > 3D) select the scene slot on the scene graph area, and under the Quality drop-down menu select “Ray Traced Final.” You should see that the reflections in the windows are now rendered.
Step 9: Duplicate the car layer and change it to a Smart Object (right-click on layer > Convert to Smart Object). Add a Motion Blur with the Angle set to 70 degrees. Here the Distance is set to 41 but you can experiment with this to get a look you like. This gives the car a sense of motion and up and down movement (Figure 10.57).
Step 10: Edit the mask of the Smart Filter so that the Motion Blur is mostly applied to the rear of the car instead of the front end. In addition, create an additional layer above the car and fill it with 50% gray. Add to this gray layer a Lens Blur (Filter Render > Lens Flair) and then change the blend mode to Hard Light to make the gray pixels transparent e leaving only the lens flair. Place the flare over the headlights to accentuate the glare (Figure 10.58).
With a little more enhancements to the headlights as well as a light spill onto the street (separate layer set to Overlay with white added to the street), Figure 10.59 shows the final render.
I really do hope that you enjoyed this chapter. For more information on myself and my art please go to www.chromeallusion.com