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* ''Film/Avatar'': This is the first film to exploit depth-of-field in the 3D effects, evolving them from a mere gimmick to a sure way to bump the visuals. Not only do the CGI-generated characters look more realistic (as they are better focused) but they also stand in sharp contrast against the non-3D background.
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* ''WesternAnimation/MyLittlePonyEquestriaGirlsRainbowRocks'': Part of the AnimationBump is that the {{scenes}} are generated with a depth-of-field effect to help differentiate the [[TheTeam Mane Six]] or the [[TerribleTrio Dazzlings]] from the crowd.
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* ''WesternAnimation/Ratatouille'': Rémy gets in his own little world when preparing his first soup. He's so focused, that the depth of field closes up to focus only on him, blurring the background. His OhCrap realization about being watched (by Linguini) is highlighted by the depth of field opening up again and focusing on both human and rat, all the blur vanishing.

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!!!Non-Live-Action Examples:

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\n\n\n!!!Non-Live-Action [[AC:Web Videos]]
* ''Film/AngryVideoGameNerdTheMovie'': A handful of scenes are shot using miniatures; they feature a shallow depth-of-field even though the minis are not that close to the camera.




!!!Non Live-Action
Examples:


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* ''Literature/VioletEvergarden'': In the anime, most of the scenes where Violet is reminiscing or being introspective are laden with blur effects and large depths of field. They are used to create a vibe of alienation either from other human beings or from her traumatic past.


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[[AC:Films -- Animation]]
* ''WesternAnimation/VerwitterteMelodie'': The film simulates depth of field in a way that is very innovative for [[TheForties its era]]. I.e., producing it with a multiplane camera.


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* ''VideoGame/ChaosLegion'': The PC port doesn't render the graphics very well, which lead to poor quality of the depth of field effects.
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* ''Film/EnemyMine'': The crash landing on Fyrine IV is accomplished by filming miniatures with a very shallow depth of field.
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* ''VideoGame/FinalFantasyXIII'': While the depth-of-field works fine in the original console, the PC release has issues rendering, giving everything a displaced, unfocused look when certain actions are performed.


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* ''VideoGame/GRiD'': The Graphics mode prioritizes donning both characters and scenery with more detailed visuals, so they get shadows and depth of field.

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* ''VideoGame/TheAdventuresOfBatmanAndRobin'': In every stage, this technique is employed to create the illusion of depth between the sharply focused foreground and the slight blurred background.

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* ''VideoGame/TheAdventuresOfBatmanAndRobin'': In every stage, this technique is employed to create the illusion of depth between the sharply focused foreground and the slight slightly blurred background.


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* ''WesternAnimation/MyLittlePonyFriendshipIsMagic'': From the fourth season onward, the animation gets enhanced by emulating depth of field applied to the background whenever there's a close-up shot of a character. Previously, this technique was reserved for some RackFocus tricks.
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* ''VideoGame/TheAdventuresOfBatmanAndRobin'': In every stage, this technique is employed to create the illusion of depth between the sharply focused foreground and the slight blurred background.

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SuperTrope of RackFocus. Related to FunnyBackgroundEvent. Contrast ForcedPerspective.

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SuperTrope of RackFocus. Related to FunnyBackgroundEvent. Contrast ForcedPerspective.ForcedPerspective and MotionParallax, other CameraTricks meant to create the illusion of depth.



[[AC:Anime & Manga]]
* ''Anime/{{Fireworks}}'': This technique is employed to blur Nazuna's bra the one time it's visible in order to avoid a too-lecherous MaleGaze.

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[[AC:Anime & Manga]]
* ''Anime/{{Fireworks}}'': This technique is employed to blur Nazuna's bra the one time it's visible in order to avoid a too-lecherous MaleGaze.
!!!Live-Action Examples:






!!!Non-Live-Action Examples:

[[AC:Anime & Manga]]
* ''Anime/{{Fireworks}}'': This technique is employed to blur Nazuna's bra the one time it's visible in order to avoid a too-lecherous MaleGaze.




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* ''VideoGame/ToyStory'': The already detailed graphics are improved by 3D effects that provide everything with a dept-of-field look.


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* ''WesternAnimation/VeggieTales'': In [[Recap/VeggieTalesEpisode12LarryBoyAndTheRumorWeed "Larry-Boy and the Rumor Weed"]], several CameraTricks, such as playing with the depth of focus, are used extensively when hitherto they were not.
* ''WesternAnimation/{{Velma}}'': The simulated depth of field is very inconsistent, with the blurring effect being applied apparently randomly. Stuff is focused when it should be blurred and vice versa.
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[[AC:Live-Action TV]]
* ''Series/{{Supernatural}}'': The shallow depth of field in most close shots works against them with the advent of HD; seeing Dean's stubble or Bobby's whiskers slip in and out of focus through the course of a scene as the cameraman fails to hold it just right is a common occurrence.


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* ''VideoGame/FirstEncounterAssaultRecon'': Used a great deal in ''F.E.A.R. 2'', particularly while aiming, to make the camera focus on what the character is notionally looking at.

[[AC:Western Animation]]
* ''WesternAnimation/LittlestPetShop2012'': In [[Recap/LittlestPetShop2012S1E21TerriersAndTiaras "Terriers & Tiaras"]], the camera has to re-focus itself when any sort of zoom happens in the ''Terriers & Tiaras'' footage. For some reason, the cameraperson seems to be relying on autofocus rather than manual focus.
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* ''Film/TwoThousandOneASpaceOdyssey'': The shot from the perspective of HAL's cyber-eye.


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[[AC:Music]]
* Music/{{Slipknot}}: Used in "Before I Forget" along with {{Extreme Close Up}}s as a way of both keeping the band's faces mostly hidden (this was during a time when their real appearances weren't as well-known unless you already knew what they looked like or spotted their tattoos) and showing some of said tattoos and brief glimpses of some facial features.
** Wilson gets close-ups of his mouth, hands, and DJ table.
** Jordison is only seen from behind, slightly out of focus.
** Gray's hands, bass, neck (with necklace), and eyes are shown in close-up.
** Fehn is mostly shown in the foreground, but only his hands, arms, and legs.
** Root and Thomson's only close-ups are their hands, arms, guitars, and legs.
** In keeping with his reclusive nature, Jones is the only band member who is ''always'' out of focus, with just the side of his head and hands visible.
** Crahan is mostly seen wildly headbanging in the background but does get close-ups of his mouth when shouting "I!" in the choruses.
** Taylor gets close-ups of his mouth, eyes, hand, foot, and hair.

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SuperTrope of RackFocus. Related to FunnyBackgroundEvent.

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SuperTrope of RackFocus. Related to FunnyBackgroundEvent. Contrast ForcedPerspective.




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* ''Film/KingOfKings'': Several scenes of the film feature a shared shot of two characters --one in extreme close-up and one in the background-- with both of them being in clear focus.
* ''Film/PrincessNicotine'': A camera with a large depth of field is used to record a table and the dancing fairies' reflection in the mirror at once in such a way that it seems the fairies are on top of the table.

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SuperTrope of RackFocus. Related to FunnyBackgroundEvent.




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* ''Film/{{Casablanca}}'': This effect is messed with to produce a GaussianGirl filter over Ingrid. This is done by placing Victor, behind her, even when he has no speaking lines, so she's not in close-up.
* ''Film/ACureForPokeritis'': In a historical first, this method is used to put characters both in the foreground (the ones advancing the plot) and the background (the ones doing [[FunnyBackgroundEvent funny stuff]]).
* ''Film/EnterTheVoid'': Oscar's POV sometimes has this effect.



* ''VideoGame/Fallout4'': It's in the Survival mode to augment the realism and make it harder to aim. It's, unfortunately, a very dizzying effect.

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* ''VideoGame/Fallout4'': It's used in the Survival mode to augment the realism and make it harder to aim. It's, unfortunately, a very dizzying effect.
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----
!!Examples:

[[AC:Anime & Manga]]
* ''Anime/{{Fireworks}}'': This technique is employed to blur Nazuna's bra the one time it's visible in order to avoid a too-lecherous MaleGaze.

[[AC:Films -- Live-Action]]
* Creator/MichelangeloAntonioni shoots his films keeping both foreground and background in focus.

[[AC:Video Games]]
* ''VideoGame/Fallout4'': It's in the Survival mode to augment the realism and make it harder to aim. It's, unfortunately, a very dizzying effect.
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''Film/TwoThousandOneASpaceOdyssey'', ''[[Film/ANewHope Star Wars]]'', and the 1978 version of ''Series/{{Battlestar Galactica|1978}}'' were innovative in that the models of the spaceships looked like large ships which were far away. Among other things, small lens apertures to ''lengthen'' the Depth of Field strengthened the illusion.

Long depth of field is sometimes ''faked'' by ForcedPerspective -- having an object in the foreground be an oversized prop. An example would be the One Ring lying in the snow in ''Fellowship.'' The prop ring for that shot was the size of a plate.

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''Film/TwoThousandOneASpaceOdyssey'', ''[[Film/ANewHope Star Wars]]'', and the 1978 version of ''Series/{{Battlestar Galactica|1978}}'' were innovative in that the models of the spaceships looked like large ships which were far away. Among This was accomplished by, among other things, small lens apertures to ''lengthen'' the Depth of Field strengthened Field, therefore strengthening the illusion.

Long depth of field is sometimes ''faked'' by ForcedPerspective -- having --having an object in the foreground be an oversized prop. An example would be the One Ring lying in the snow in ''Fellowship.''Film/TheFellowshipOfTheRing.'' The prop ring for that shot was the size of a plate.



Do not confuse with Depth of Field Productions.

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Do not confuse with Depth Creator/{{Depth of Field Productions.Productions}}.
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Do not confuse with Depth of Field Productions.
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''Film/TwoThousandOneASpaceOdyssey'', ''[[Film/ANewHope Star Wars]]'', and the '80s version of ''Series/{{Battlestar Galactica|1978}}'' were innovative in that the models of the spaceships looked like large ships which were far away. Among other things, small lens apertures to ''lengthen'' the Depth of Field strengthened the illusion.

to:

''Film/TwoThousandOneASpaceOdyssey'', ''[[Film/ANewHope Star Wars]]'', and the '80s 1978 version of ''Series/{{Battlestar Galactica|1978}}'' were innovative in that the models of the spaceships looked like large ships which were far away. Among other things, small lens apertures to ''lengthen'' the Depth of Field strengthened the illusion.
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Modern video games attempt to emulate the depth of field effect of a real camera via a number of post-production effects, some of which are quite adept while others decidedly less so. More traditional forms of art can play about with it using UsefulNotes/GraphicalPerspective.

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Modern video games attempt to emulate the depth of field effect of a real camera via a number of post-production effects, some of which are quite adept while others are decidedly less so. More traditional forms of art can play about with it using UsefulNotes/GraphicalPerspective.
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The span of distance along the shot axis in which objects will be in focus. Determined by focal length and iris aperture.[[note]]Basically, the smaller the aperture, the deeper the depth of field; pinhole cameras can often produce a razor-sharp picture at the expense of longer, darker exposures. A more open aperture lets in more light, but since it's less directed the wider the hole gets, the picture overall gets fuzzier. Also note that the closer the subject is the smaller the depth of field will be (especially important in [[https://en.wikipedia.org/wiki/Macro_photography Macro photography]]), and that the depth of field decreases as one increases the focal length.[[/note]]

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The span of distance along the shot axis in which objects will be in focus. Determined by focal length and iris aperture.[[note]]Basically, the smaller the aperture, the deeper the depth of field; pinhole cameras can often produce a razor-sharp picture at the expense of longer, darker exposures. A more open aperture lets in more light, but since it's less directed the wider directed, as the hole gets, gets wider, the picture overall gets fuzzier. Also note that the closer the subject is the smaller the depth of field will be (especially important in [[https://en.wikipedia.org/wiki/Macro_photography Macro photography]]), and that the depth of field decreases as one increases the focal length.[[/note]]
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''Film/TwoThousandOneASpaceOdyssey'', ''[[Film/ANewHope Star Wars]]'', and the '80s version of ''Series/{{Battlestar Galactica|1978}}'' were innovative in that the models of the spaceships looked like large ships that were far away. Among other things, small lens apertures to ''lengthen'' the Depth of Field strengthened the illusion.

to:

''Film/TwoThousandOneASpaceOdyssey'', ''[[Film/ANewHope Star Wars]]'', and the '80s version of ''Series/{{Battlestar Galactica|1978}}'' were innovative in that the models of the spaceships looked like large ships that which were far away. Among other things, small lens apertures to ''lengthen'' the Depth of Field strengthened the illusion.
Is there an issue? Send a MessageReason:
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''Film/TwoThousandOneASpaceOdyssey'', ''StarWars'' and the '80s version of ''Series/{{Battlestar Galactica|1978}}'' were innovative in that the models of the spaceships looked like large ships that were far away. Among other things, small lens apertures to ''lengthen'' the Depth of Field strengthened the illusion.

to:

''Film/TwoThousandOneASpaceOdyssey'', ''StarWars'' ''[[Film/ANewHope Star Wars]]'', and the '80s version of ''Series/{{Battlestar Galactica|1978}}'' were innovative in that the models of the spaceships looked like large ships that were far away. Among other things, small lens apertures to ''lengthen'' the Depth of Field strengthened the illusion.
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%% Image selected via crowner in the Image Suggestion thread: http://tvtropes.org/pmwiki/crowner.php/ImagePickin/ImageSuggestions64
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[[quoteright:350:[[WesternAnimation/ChickenRun http://static.tvtropes.org/pmwiki/pub/images/cr_rackfocus.png]]]]
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The span of distance along the shot axis in which objects will be in focus. Determined by focal length and iris aperture.[[note]]Basically, the smaller the aperture, the deeper the depth of field; pinhole cameras can often produce a razor-sharp picture at the expense of longer, darker exposures. A more open aperture lets in more light, but since it's less directed the wider the hole gets, the picture overall gets fuzzier.[[/note]]

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The span of distance along the shot axis in which objects will be in focus. Determined by focal length and iris aperture.[[note]]Basically, the smaller the aperture, the deeper the depth of field; pinhole cameras can often produce a razor-sharp picture at the expense of longer, darker exposures. A more open aperture lets in more light, but since it's less directed the wider the hole gets, the picture overall gets fuzzier. Also note that the closer the subject is the smaller the depth of field will be (especially important in [[https://en.wikipedia.org/wiki/Macro_photography Macro photography]]), and that the depth of field decreases as one increases the focal length.[[/note]]
Is there an issue? Send a MessageReason:
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''Film/TwoThousandOneASpaceOdyssey'', ''StarWars'' and the '80s version of ''Series/{{Battlestar Galactica|Classic}}'' were innovative in that the models of the spaceships looked like large ships that were far away. Among other things, small lens apertures to ''lengthen'' the Depth of Field strengthened the illusion.

to:

''Film/TwoThousandOneASpaceOdyssey'', ''StarWars'' and the '80s version of ''Series/{{Battlestar Galactica|Classic}}'' Galactica|1978}}'' were innovative in that the models of the spaceships looked like large ships that were far away. Among other things, small lens apertures to ''lengthen'' the Depth of Field strengthened the illusion.
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Long depth of field is sometimes ''faked'' by having an object in the foreground be an oversized prop. (E.g., the One Ring lying in the snow in ''Fellowship.'' The prop ring for that shot was the size of a plate.)

to:

Long depth of field is sometimes ''faked'' by ForcedPerspective -- having an object in the foreground be an oversized prop. (E.g., An example would be the One Ring lying in the snow in ''Fellowship.'' The prop ring for that shot was the size of a plate.)
plate.
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A shallow DepthOfField might be used for scenes set in restaurants and other public settings to keep the background blurry, and thus de-emphasize it for intimacy's sake (or to blur out people in the background that might oppose to having their picture taken, especially common on shows like ''Law and Order'' which frequently film in crowded areas full of non-acting people.)

''Film/TwoThousandOneASpaceOdyssey'', ''StarWars'' and the '80s version of ''Series/{{Battlestar Galactica|Classic}}'' were innovative in that the models of the spaceships looked like large ships that were far away. Among other things, small lens apertures to ''lengthen'' the DepthOfField strengthened the illusion.

to:

A shallow DepthOfField Depth of Field might be used for scenes set in restaurants and other public settings to keep the background blurry, and thus de-emphasize it for intimacy's sake (or to blur out people in the background that might oppose to having their picture taken, especially common on shows like ''Law and Order'' which frequently film in crowded areas full of non-acting people.)

''Film/TwoThousandOneASpaceOdyssey'', ''StarWars'' and the '80s version of ''Series/{{Battlestar Galactica|Classic}}'' were innovative in that the models of the spaceships looked like large ships that were far away. Among other things, small lens apertures to ''lengthen'' the DepthOfField Depth of Field strengthened the illusion.

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Modern video games attempt to emulate the depth of field effect of a real camera via a number of post-production effects, some of which are quite adept while others decidedly less so.

to:

Modern video games attempt to emulate the depth of field effect of a real camera via a number of post-production effects, some of which are quite adept while others decidedly less so. More traditional forms of art can play about with it using UsefulNotes/GraphicalPerspective.
Is there an issue? Send a MessageReason:
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The span of distance along the shot axis in which objects will be in focus. Determined by focal length and iris aperture.[[hottip:*:Basically, the smaller the aperture, the deeper the depth of field; pinhole cameras can often produce a razor-sharp picture at the expense of longer, darker exposures. A more open aperture lets in more light, but since it's less directed the wider the hole gets, the picture overall gets fuzzier.]]

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The span of distance along the shot axis in which objects will be in focus. Determined by focal length and iris aperture.[[hottip:*:Basically, [[note]]Basically, the smaller the aperture, the deeper the depth of field; pinhole cameras can often produce a razor-sharp picture at the expense of longer, darker exposures. A more open aperture lets in more light, but since it's less directed the wider the hole gets, the picture overall gets fuzzier.]]
[[/note]]
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The span of distance along the shot axis in which objects will be in focus. Determined by focal length and iris aperture.[[note:Basically, the smaller the aperture, the deeper the depth of field; pinhole cameras can often produce a razor-sharp picture at the expense of longer, darker exposures. A more open aperture lets in more light, but since it's less directed the wider the hole gets, the picture overall gets fuzzier.]]

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The span of distance along the shot axis in which objects will be in focus. Determined by focal length and iris aperture.[[note:Basically, [[hottip:*:Basically, the smaller the aperture, the deeper the depth of field; pinhole cameras can often produce a razor-sharp picture at the expense of longer, darker exposures. A more open aperture lets in more light, but since it's less directed the wider the hole gets, the picture overall gets fuzzier.]]
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The span of distance along the shot axis in which objects will be in focus. Determined by focal length and iris aperture.

to:

The span of distance along the shot axis in which objects will be in focus. Determined by focal length and iris aperture. \n[[note:Basically, the smaller the aperture, the deeper the depth of field; pinhole cameras can often produce a razor-sharp picture at the expense of longer, darker exposures. A more open aperture lets in more light, but since it's less directed the wider the hole gets, the picture overall gets fuzzier.]]

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