Focus Blur Plug-in

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## Function and dialogue

### Basic

#### Diffusion radius

Specify a blurring radius. The figure will be in 1+radius*2 px. Real range can be double in maximum by the value Softness.

#### Diffusion model

Select a figure. `Flat' makes shining circle clearly. `Spherical' makes shining figure with smooth boundary. `Gaussian' blurs equally, and suppresses figure. `Ring' makes double line hard. `Concave' makes double line soft. `Brush' blurs with selected brush.

#### Peak radius for shining

Regards light value as it will be kept before blurring radius reaches to this radius.

#### Use Depth map

Use depth map together to decide blurring radius. Black means near and white means far, but actually do complicated process only when the Depth precedence is checked.

#### Focal depth

Specify a depth that will be focal point, in percentage. It can be specified by middle click in preview area.

### Model

#### Browse...

Select a brush used `Brush' model.

#### Make a balance of brush

Make a center of brush by a balance of density.

#### Rotation

Rotate figure of model.

#### Filling inside

Specify a degree to fill inside of blurring figures Ring and Concave. A figure is made same as Flat at 100%.

#### Softness

It makes blurring figure vague. It could be used for usual blur or mist effect in depth.

### Shine

#### Sensing type

Specify a classification of colors that will be processed as light. It doesn't mean with grayscale image now. `Luminosity' processes by luminosity. Natural result is expected. `Saturation' processes by saturation. It senses well at colorful scene like a night view.

#### Threshold

Specify threshold from brighter side, it will be processed as light. This value doesn't chop light like a cliff, but it makes slope to point of threshold.

#### Level

It reduces a ingredient that is extracted as light, as a whole.

#### Curve

it makes high or low a ingredient that is extracted, by curve bending.

### Depth

#### Depth with precedence

It processes depth map as a depth that has precedence. This is a function that results high quality depth only with single image and depth map, without splitting to layers or selection. It consists of three dealings. A pixel is covering other pixels in depth order. Filling lacked pixels that is made with blurring with change. Dealing for fuzzy depth map.

It regards black as near and white as far in depth map. It regards color as distance, it follows suit in 3D renderers neighborhood. If depth map is made has inverted black and white, invert it before using.

Maybe it is not useful for a depth map that has only smooth gradient. Choose it with your confirming on results. Do not use this function for a scene that doesn't has a depth.

#### Evade anti-alias

It evades focusing at anti-aliased pixels. It separates parts for anti-alias that near and far have been mixed in border between two areas of layered depth. We expect it mainly acts for computed depth maps, like a figure or 3D rendered image.

It could erase strange dotted noise, but this detection is not perfect. It might fail to evade and it might match at incorrect part too.

### Preferences

#### Rendering/Preview quality

Select a quality for rendering and preview. `Best' expresses with all might. Use a way that is thought as best, at making precedence for depth. Processing time must be long, because it can't work with FFT. `Normal' expresses with FFT's might. It makes approx. result when depth map is not used. and It can make near result when it is used. Processing time can be long when using wide blurring radius with depth map. `Low' limits amount of computing when depth map is used, and saving processing time. `Defective' limits more, and it ignores `Depth with precedence' for convenience of interface response.

#### Disable support for multi-threads

It disables multi-threaded rendering. You can use it when you wouldn't like to hold all computing resources, or when your environment has some problem. It doesn't mean when number of processors is specified to one in preferences for the Gimp, or computing resource is only one in actuality. Multi-threaded rendering is supported only in best quality.

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