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What you're talking about is a shooting technique that uses a small depth of field to highlight the subject and blur the background!
The scene at the plane of the subject will form a clear image on the imaging plane, and there is a range from somewhere in front of it to somewhere behind it, and the scenes in it can form a clear image, and this range is called depth of field.
The depth of field varies with the set aperture value: small depth of field at large aperture, large depth of field at small aperture. The depth of field also varies with the focal length of the lens, with long focal length lenses having a small depth of field and short focal length lenses having a large depth of field. The depth of field also varies with the distance of the shot, with a small near depth of field and a large distance of far depth of field.
The main reason for the lack of bokeh in front of the subject is that it is too close to the subject and can be solved by shooting closer to the subject to further reduce the depth of field, which can be used with both lenses and observed in the viewfinder.
Due to the principle of depth of field, objects in the same plane as the subject will not blur, and the subject can be adjusted to a different distance from other objects before shooting.
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The clear range of the front and back of the subject is called depth of field.
There are three main aspects that affect it: focal length object distance The so-called depth of field of the aperture is clustered.
If you want to bokeh both sides, you'll need to use a tilt-shift lens.
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I've seen this problem in new photography, and some masters are also talking about tilt shift.
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To keep objects B and A at rest without slipping, the frictional force between B and A is f>mg, which is composed of: f=u1n
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Stereoscopic film is a film film that uses two lenses to capture the image of a scene from two different directions at the same time like the human eye. During the projection, two sets of films taken with two cameras are projected simultaneously, so that the two slightly different images are superimposed on the screen. At this time, if you use your eyes directly, the picture you see is blurry, and if you want to see a three-dimensional movie, you need to install a polarizer in front of each movie machine, which is equivalent to a polarizer.
The light emitted from the two projectors becomes polarized when it passes through the polarizers. The polarizers in front of the left and right projectors are polarized perpendicular to each other, and the polarization directions of the two polarized beams produced are also perpendicular to each other. These two beams of polarized light are projected onto the screen and reflected to the audience, and the direction of the polarized light does not change.
The audience uses the above polarization glasses**, and each eye only sees the corresponding polarized light image, that is, the left eye can only see the picture reflected by the left camera, and the right eye can only see the picture reflected by the right camera, so that it will produce a three-dimensional sensation like a direct **. This is the principle of stereoscopic film.
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You should learn the theory first, start from drawing geometry, learn engineering graphics, and at the same time you can learn the use of AutoCAD software, AutoCAD is the best for plane two-dimensional design, and you can turn to three-dimensional after learning AutoCAD, if it is clothing and plush toys, you can choose 3DMAX or Maya or UG or PROE
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Learning graphic design requires software such as CS4, three-dimensional pharmacy 3dmax, etc., there are many software, and there are professional training classes in various places, so it is recommended to find an experienced teacher to guide it.
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Geometry, Dimensions, Spatial Imagination.
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The position of any object in the plane can be expressed by the number of (3).
Establish a three-dimensional coordinate.
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The space bar is the lock axis, you first see if the lock under your max is locked, if it is locked, click the space bar, the object you selected will have x, y, z axis three arrows, if not, as said upstairs, click the x key to show the arrow, after that, you can select any of the x, y, z three arrows to move in three dimensions.
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Point x appears axial and can be moved.
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In your diagram, s and s'The mark is reversed.
Just connect directly like s'and A, the intersection point O with the mirror is the entry point of the incident light, the connection Os is the incident light, and the OA is the reflected light.
The proof is that the top of the mirror is point A, and the bottom is point B;
Angular AOB = Angular S'oa = angular SOA; Using the symmetrical relationship between the equality of the vertex angle and the mirror face), the angle of incidence is equal to the angle of ejection, which satisfies the topic.
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One thing upstairs is wrong, with a long focal length, the depth of field becomes smaller, and the edges are blurred.
The correct approach should be: try to use a short focal length, use a small aperture (i.e., a large number of apertures), keep the plane perpendicular to the lens, and use manual focus if necessary. The shooting distance depends on the effect you want.
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Shoot with a long focal length, a small aperture, and a long distance.
Try to keep the plane perpendicular to the lens.
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Shoot with a small wide angle, the distance is as far as possible, use the maximum resolution for DC, shoot directly for film, make the scene bigger, and then see how blurry it is, if there is still some blur, continue to expand the scene, and crop ** after shooting, and use the middle part.
Served by foreign objects.
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