FOCAL LENGTH: What is your default?

ScavengerScavenger Posts: 2,674

I'm gathering information, poll like.

What do you use as your default, go-to, general use Focal Length for your camera?

65mm? 120? 95?  something else?

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Comments

  • 3anson3anson Posts: 314

    110 to 125 for Portrait type shots.

  • AllenArtAllenArt Posts: 7,175

    For portraits I tend to go with 90...but that's just me ;)

    Laurie

  • FSMCDesignsFSMCDesigns Posts: 12,846

    I don't have a default, I use whatever is needed for the image

  • ScavengerScavenger Posts: 2,674

    I don't have a default, I use whatever is needed for the image

    how do you decide?

  • TangoAlphaTangoAlpha Posts: 4,587

    50 for landscapes, and 16x9

  • FistyFisty Posts: 3,416

    125 for almost everything

  • FSMCDesignsFSMCDesigns Posts: 12,846
    Scavenger said:

    I don't have a default, I use whatever is needed for the image

    how do you decide?

    depends on the effect I am wanting for the image. The DAZ default is 65, I rarely go higher, but I do go lower for a more dramatic effect often

  • nonesuch00nonesuch00 Posts: 18,790

    I always use DAZ default.

  • SickleYieldSickleYield Posts: 7,649
    Default 65 for pullback action, 80 for standing full-body shots that are relatively close, 90 for upper body portraits, 100-110 for face close-up. For me to go below 65 I basically have to be rendering one of Jack's pieces and wanting a wide angle to capture all the nice architecture.
  • GatorGator Posts: 1,320

    It depends on the type of shot.  I tend to use about 50 for multiple full figures in the shot.  For a portrait I might use 11, or in the 20's for a single character full torso shot.

  • I usually use a 43.8mm frame width with and 90-110mm focal length. Playing with lens length can be fun, though, if you set up for a 90mm lens, then bring it down to something like 20mm, you might find an unusual and interesting shot.

  • exstarsisexstarsis Posts: 2,128

    ...I would  like to learn more about this 'focal length' opposed to moving my camera in and out with the mousewheel.

  • ...I would  like to learn more about this 'focal length' opposed to moving my camera in and out with the mousewheel.

    Adjusting the focal length changes the angle at which things are at. Long focal lenths make far things look closer, and short ones exaggerate disances. Long ones narrow the angle the camera "sees," which means if you're trying to show a broad area, you have to pull the camera farther away; while short ones move it towards 180º, so everything in front of the camera is shown (the fish-eye lens effect—I'm not sure how much the DS version of Iray accomodates very short lens lenghts for fish-eye effects).

    If you want to see this in practice, load a big set, put a figure or even a cube in front of the camera than adjust the focal length to something long (100mm). Use the mousewheel to pan out until the figure/cube fits comfortably in the frame. The duplicate the camera. Change the focal length to something really short (20mm), and use the mousewheel to pan in until the figure/cube is about the same size as it was with the other camera. Switching between the two cameras will show how radically the stuff to the side changes with focal length.

  • MattymanxMattymanx Posts: 6,998

    This page covers DOF, Focal Length and Distance to subject

    http://www.photoaxe.com/depth-of-field-photography-tutorial-part-3/

     

    Its simple and very straight forward.

     

    For myself, I tend to use 45mm - 50mm for portrait shots.  I have from time to time shot from further away and used 200mm or higher.

  • exstarsisexstarsis Posts: 2,128

    Huh. Well, will you look at that.

    Camera Test Dolly Zoom.png
    1000 x 1000 - 2M
    Camera Test Focal Zoom.png
    1000 x 1000 - 2M
  • nonesuch00nonesuch00 Posts: 18,790

    I will have to try the short focal lengths next time I render a cramped room.

  • Mattymanx said:

    This page covers DOF, Focal Length and Distance to subject

    http://www.photoaxe.com/depth-of-field-photography-tutorial-part-3/

    Its simple and very straight forward.

    Does focal length impact depth of field at all within DS's implementation of Iray? It's a bit confusing that the tone mapping f-stop setting isn't connected to the depth of field f-stop setting. If you try to use the Iray camera like a real world one, you might get confused as to why things don't work the same.

  • srieschsriesch Posts: 4,243

    The default, becuase I haven't given it enough thought.  But when vertical items (buildings, walls, etc.) on the edge of the camera are seriously distorted into angles instead of being vertical, then it's time to reconsider.

  • j cadej cade Posts: 2,310

    ...I would  like to learn more about this 'focal length' opposed to moving my camera in and out with the mousewheel.

    Adjusting the focal length changes the angle at which things are at. Long focal lenths make far things look closer, and short ones exaggerate disances. Long ones narrow the angle the camera "sees," which means if you're trying to show a broad area, you have to pull the camera farther away; while short ones move it towards 180º, so everything in front of the camera is shown (the fish-eye lens effect—I'm not sure how much the DS version of Iray accomodates very short lens lenghts for fish-eye effects).

    If you want to see this in practice, load a big set, put a figure or even a cube in front of the camera than adjust the focal length to something long (100mm). Use the mousewheel to pan out until the figure/cube fits comfortably in the frame. The duplicate the camera. Change the focal length to something really short (20mm), and use the mousewheel to pan in until the figure/cube is about the same size as it was with the other camera. Switching between the two cameras will show how radically the stuff to the side changes with focal length.

    DS Iray now has lens distortion effects that you can use to make things very fish-eye-y. Its very fun to play with

    sriesch said:

    The default, becuase I haven't given it enough thought.  But when vertical items (buildings, walls, etc.) on the edge of the camera are seriously distorted into angles instead of being vertical, then it's time to reconsider.

    I'm the opposite, I like introducing a bit of extra distortion, I find that introducing some real-world "error" makes things feel less obviously cg.

  • ScavengerScavenger Posts: 2,674

    FTR and sense I solicitied opinions... I use 120 as my default, because a tutorial or book or something I was reading when I first was learning to do DAZ said to....so...not a great reason :)

  • MattymanxMattymanx Posts: 6,998
    Mattymanx said:

    This page covers DOF, Focal Length and Distance to subject

    http://www.photoaxe.com/depth-of-field-photography-tutorial-part-3/

    Its simple and very straight forward.

    Does focal length impact depth of field at all within DS's implementation of Iray? It's a bit confusing that the tone mapping f-stop setting isn't connected to the depth of field f-stop setting. If you try to use the Iray camera like a real world one, you might get confused as to why things don't work the same.

    Yes.  So if you are shooting up close with a wide angle lens, even an FStop of 22 can be narrow.  But thankfully we can cheat in 3D.

    I think the seperation of the rendering exposure from the camera settings is very wise as it makes it simpler to use for new commemers and less limiting.  Afterall, the cameras have no physical element to them so there is no reason to use real world physical limits

     

  • nicsttnicstt Posts: 11,715

    I don't have a default, I use whatever is needed for the image

    +1

    I used to have a default; but I realised I was always using it, never bothering at times to see if something different would be better.

  • nelsonsmithnelsonsmith Posts: 1,337

    I don't have a default, but I am finding that because of the size of some sets my focal lengths tend to be at least 100 or slightly higher.

  • SickleYieldSickleYield Posts: 7,649
    Mattymanx said:

    Yes.  So if you are shooting up close with a wide angle lens, even an FStop of 22 can be narrow.  But thankfully we can cheat in 3D.

    I think the seperation of the rendering exposure from the camera settings is very wise as it makes it simpler to use for new commemers and less limiting.  Afterall, the cameras have no physical element to them so there is no reason to use real world physical limits

     

    Don't tell the Iray guys, they already won't let us use transmission/SSS with a cutout opacity map and killed all my creature plans. :p  If they figure out it's possible to cheat on camera settings they'll take away our options!

    (I'm kidding.  Mostly.)

  • fastbike1fastbike1 Posts: 4,081

    Are you sure? 11 to 20 for closeups will greatly distort the perspective. 

    It depends on the type of shot.  I tend to use about 50 for multiple full figures in the shot.  For a portrait I might use 11, or in the 20's for a single character full torso shot.

     

  • Photography was, and is, my main way of visually expressing myself. A lot my habits from that sphere made their way into working with virtual cameras in DAZ Studio. Many times, 50-60mm is just fine for me because I then tweak the the DOF as best I can to get the effect I am looking for. Dipping below 40 makes good sense if you're doing anything that is landscape/cityscape-oriented. Going above 80mm makes little sense to me within Studio because there's no need to use a telephoto lens in a virtual reality program. I can just move my virtual camera closer to the object I want to render. .

  • will.barger.artswill.barger.arts Posts: 60
    edited April 2017

    As an old medium-format Hasselblad guy, I tend to "Go Square and Shoot Loose" to increase cropping/composition in the darkroom (which, these days, is called post-processing :-)

    This might sound like an inherent error, but I tend to leave the Frame Area at the default 36mm and "shoot" (render) with a 43mm Focal Length for "human vision" perspective, and this tends to provide sufficiently wide scene coverage for many layouts (perhaps especially tighter-space indoor scenes) WITHOUT getting a "distorted" wide-angle-lens look. 

    For a more "polished" look with a potentially more pleasing perspective, I tend to pull the camera back from the main subject and use an 85mm Focal Length for half-and full-shots, jump to 120mm-135mm (from the *same distance*) for close-ups. 

    I generally find that keeping camera-subject distance more-or-less fixed and using Focal Length to change scene coverage keeps a (usually) desirable consistency in perspective across shots. 

    Such "tricks" can be much easier to pull off in CG because you can essentially dial up any Depth of Field you need (including Infinite) - in flagrant violation of real-world lens physics. 

    Hope this helps ...

    Post edited by will.barger.arts on
  • CMacksCMacks Posts: 202

    I load a 50, 100, and 200 into almost all my scenes.  I use the 50 and 100 all the time for characters.  For architecture (rooms, buildings) I use more wide angle like 30-35.

  • ScavengerScavenger Posts: 2,674

    What do use the 200 for?

  • ValandarValandar Posts: 1,417

    Around 180 or so, anything more than a super-close face shot tends to lose all perspective. On the other hand, 35 looks like a fisheye when zoomed in to a headshot. Just like a real-world photographer uses lenses appropriate to the situation, it's best to use the right lens for the job. The best way is to simply play around with the lens and the camera distance until you get an effect you like.

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