Introduction: Defining Cinematic Renders
Creating cinematic renders means achieving a film-like, believable quality that captivates viewers much like a movie theater experience. This involves mastering composition, lighting, and post-processing beyond basic game engine defaults. For a deeper dive into visual storytelling techniques, consider exploring Master Cinematography: Your Ultimate Guide to Practicing Visual Storytelling.
Importance of Frame Rate and Motion Blur
- Use 24fps for natural motion blur: Films are almost universally shot at 24 frames per second with the 180-degree shutter rule, which creates a characteristic, pleasing motion blur.
- Set motion blur properly in Unreal Engine: Unreal does not simulate shutter speed directly, so adjust motion blur in the post-process volume to 0.5 to mimic 1/48 shutter speed.
- Avoid higher fps for cinematic look: Rendering at 48fps, 60fps, or higher results in hyper-smooth images that feel like video game cutscenes rather than films.
- Slow motion exception: Render at higher fps (e.g., 48fps) only if planning slow-motion effects in post-production.
Film Back and Depth of Field
- Film back represents camera sensor size: Larger film backs (sensor sizes) offer wider fields of view, affecting framing.
- Using larger film back allows longer focal lengths: This enables stronger, more appealing depth of field effects and a more dramatic look.
- Depth of field hides distractions: Creative use of focus planes and background blur enhances cinematic quality and draws attention. For detailed techniques on using depth of field effectively, check Master Cinematic Video Techniques: Storytelling, Lighting & Composition.
Focal Length Considerations
- Avoid default 35mm overuse: Longer focal lengths (85mm to 200mm) compress backgrounds, produce flattering portraits, and enhance depth of field.
- Adjust focal length and camera distance together: To maintain framing while changing focal length, move the camera accordingly.
- Every focal length produces distinct visual impact: Longer lenses create tighter, more intimate shots with strong background compression and blur. Learn more about camera positioning in Mastering Camera Angles: A Guide to Enhancing Your Storytelling.
Aspect Ratio for Cinematic Feel
- Use 2.35:1 widescreen aspect ratio: This super wide ratio is commonly associated with films and instantly adds cinematic appeal.
- Black bars alone don’t guarantee cinematic quality: Aspect ratio frames the image but does not replace lighting, composition, or post-processing.
Post-Production: The Most Crucial Step
- Color grading transforms flat renders: Adjust curves to increase contrast, tweak temperature for mood, and paint light with selective darkening.
- Add lens effects to simulate real optics: Bloom, subtle lens flare, and chromatic aberration contribute to organic imperfections seen in real photography.
- Apply chromatic aberration selectively: Use masks to target high-contrast edges where fringing naturally occurs instead of applying global screen effects.
- Introduce film grain for organic texture: Film grain adds subtle noise that enhances realism, counteracting the unnatural cleanliness of CG renders.
- The goal is controlled 'deterioration': Realism involves adding slight imperfections and blur rather than striving for razor-sharp perfection. For practical steps on adding complex effects, see Step-by-Step Tutorial: Creating Animated Clone Effects in DaVinci Resolve Fusion for inspiration on advanced compositing techniques.
Summary of Key Tips
- Render at 24fps with motion blur set per 180-degree shutter rule
- Use larger film back and longer focal lengths to enhance depth of field
- Choose 2.35:1 aspect ratio to evoke film feel
- Rigorously apply post-production steps: color grading, bloom, tasteful lens flares, chromatic aberration masking, and film grain
Final Thoughts
Implementing these techniques will elevate your Unreal Engine renders from flat or video-game-like to emotionally compelling cinematic visuals. Embrace post-production as an integral part of your pipeline to achieve truly professional filmic results. For comprehensive guidance, you might also explore How to Make Cinematic Videos: Storytelling, Shooting, and Editing Tips to enhance your storytelling and editing approach.
hey everyone welcome back the topic of today's video is cinematics or rather how to make your
renders more cinematic now i know that cinematic is a term that's kind of thrown around a lot
it's often it may or may not be misused for the sake of this video when i say cinematic i mean something
that's very filmic something very movie like something that you would actually believe yourself seeing in a movie
theater right it's that magical feeling you get when you see this beautifully
well-lit well-composed shot that just makes you just stare in awe and that is what we
want in our renders and fortunately it doesn't necessarily take all that much to make your shots
go from kind of mediocre to wow so let's jump right in so let's start off with the first thing
there is one thing that is very often overlooked in game engines like unreal and unity and that is frame rate
so because unreal is a game engine it has at least up until recently been used mainly by game artists and in
games the higher the frame rate the better get that sweet sweet 60 fps
or even 120 fps high frame rates have been prized by gamers time and time again so that's why you
see a lot of shots rendered out of unreal on art station and social media that have been rendered into smooth
60fps and while that can look nice it's not cinematic in the slightest because it
tends to look like a soap opera or worse a video game cut scene so here's the dirty secret
24fps no more no less for the love of all that is holy on this good earth do not render in 48 or 60 or
even 120 fps okay so 99 of movies out there are shot in 24 fps
for a reason and that's because of motion blur motion blur when shot at 24 fps and
assuming you're using the 180 degree shutter rule will provide the most natural and
cinematic looking motion blur you can possibly get so in real life with a real camera
shutter speed is what determines your motion blur right but what is the 180 degree shutter
rule the 180 degree shutter rule means that your shutter speed should be
double what your frame rate is so let's say your frame rate is 24 fps you should be shooting with a shutter speed of 1 48
of a second but unreal doesn't have shutter speed most 3d applications don't so in unreal to set the motion blur
correctly in your post process volume you need to set the motion blur value to 0.5 24 fps will give you the most
natural and most cinematic looking motion blur i promise you
so here we have two renders one at 24fps and the other at 60fps notice the difference that frame rate
and motion blur makes one looks like a video game and the other one feels much more
natural yes the 24fps one is more blurry but that's a good thing so just to give you an example of how
motion blur is very important in movies and tv shows is to look at these examples from the
mandalorian so pay attention to just how blurry most of these frames are so this is a
still image captured from one of their behind the scenes videos and look at these tie fighters they're
completely blurry because the motion blur the rocks and the mountains that are nearer to the camera are also
completely blurred out take a look at this next one as well the people moving
they're completely blurry once you get some depth of field in there some lens distortion
you've got some haze you've got some motion blur these images aren't very sharp at all
but they look very good so while you may not think that motion blur is a good thing it is
because all movies have motion blur and a ton of it as well yes as i said there are some movies that
have been shot in 48 or 60 fps but they are exceedingly rare we're trying to make our renders look as
cinematic and movie-like as possible and if you want to do that you need to
render your frames the same way you would shoot footage in real life rendering at a frame rate any higher
than 24 will give you a kind of a it's going to look like a video game cutscene
i i hate to say it and because we're already rendering in a games engine it's gonna look like a
video game and not a movie if that's what you want that's fine but that's not what we're going for here
so the only exception to the rule where you may want to be rendering in 48 or 120 fps
is when you're trying to do slow motion footage so let's say you want your render to be
two times slow-mo you need to render it double your frame rate so you need to render at 48 fps and then
you'll slow that down in post so that's 48 frames that were captured in one second will be stretched over two
seconds so next up is how film back and depth of field work together these two things can
make your shots really pop this is yet another little thing that game artists tend to overlook
because depth of field in video games tends to be a little bit annoying and it's
promptly discarded but do not overlook how powerful depth of field can be just think of any
movie where you have a close-up of two characters depth of field is very often used
creatively here and honestly depth of field is a great way to just hide all the garbage in your
background that's a field that's awesome for that but but now what's fill back film back
is kind of a term that you know you might not be familiar with fill back is essentially the sensor of your camera
so if you imagine like an actual dslr or a mirrorless camera the sensor itself that's what we call the film back and
you can choose the size of this in unreal this is also how you set your aspect
ratio in general at least in real life with a real camera the larger the sensor the better it is
this is why full frame cameras and medium format cameras are so sought after because they have a much bigger
sensor so go ahead and play with the film back settings in unreal and you'll notice
that the bigger the film back the wider your field of view is
so you may be wondering well how does this make my shot look better that brings me to my next point now
because suddenly your film bag is bigger you have a wider field of view this means that you can
now use a longer focal length and get the same field of view but get much stronger depth of field
now this is where things get a little bit weird and arbitrary but bear with me allow me to demonstrate
right here so here we are in unreal we've got a simple environment and a little character here so let's create a
new camera so we can compare the different film back results okay so i'm going to create
a camera by clicking on this button right here and now we're in this camera i'm going
to frame my shot like this something like that and now i'm going to select my camera
and in the details panel i'm going to move the manual focusing distance back on our subject here
so if you don't already know the manual focusing distance focus plane will help you know where
your focus point is right very it's super useful tip if you don't already know it and i gotta hide this so
now this is the framing that we got with our film back set to
right here 16 9 digital film this is the default setting personally i like having it set to 69
dslr and what happens when i click on this okay you'll see
suddenly a shot gets much wider this is different than just changing the focal length so what this does is it's going
to increase the size of your sensor so to speak so now we can get even closer to our
subject by be and get the same framing but because we've moved closer now to
get the same framing as before we need to adjust our focus again and since we're closer
the more you move the focus point closer to you the more your background gets blurry
okay so this is kind of a cheap way of accentuating your depth of field by getting a larger sensor up to a point
and that brings me to my next point focal length so because the 35 millimeter is the
default they are wildly overused they're boring it's not exciting you know when you want to get
really close to your subject you just get this weird distortion and it doesn't look very good it's not flattering to
the human face to have a 35 millimeter lens especially when you get up close so go
long go set it to 85 millimeters set it to 200 millimeters
and i have another example right here where i compare like a 150mm lens and a 35mm lens and the difference is
just pretty shocking so in this case let's take a look at our focal length so right now we're using in this camera
we have a focal length of 150 millimeters okay and if we get this very tight shot
very close up very personal look and with a very nice blurred out depth of field but look at the aperture the
aperture is f10 if i were to set this to 2.8 which is the default the background is even more
blurry okay so i'm going to leave this at f10 because that's the look that i wanted
but let's create a brand new camera i'm going to duplicate this camera here so we're going to call i'm going to call
this one camera wide all right and i'm going to go here and all i'm going to do is i'm going to
change the focal length so bring it down from 150 to 35 millimeters
and now you'll see look at the difference that we have here this is the previous camera 150 mil
versus 35 millimeter the difference is staggering it's just day and night right now of course we can try to frame the
shot the same way that the longer lens with frame right so we can move closer with the 35mm lens right
here let's do something like this up close and personal
something like that so this is the tight lens and this is the wide lens do you see the
impact that this has look at that difference between the wide and
the long lens it's completely different this is what i mean by understanding what focal length does
because it has such a dramatic impact on your shot so and this is at f10 if i wanted to have
this at 1.4 and i need to move the focus plane back here now
you'll see it's a totally different look right it's this can be the look that you want i'm
not saying that shouldn't be what you do but a lot of movies use long lenses for a
reason and in cg going with the long lens really helps help make things feel a
little bit more realistic so this right here is the best example i could come up with to really demonstrate
the effects of focal length and how it contributes to the final look of your shot so i'm going to go ahead and press
the play button here and we start off with a very wide shot and as the focal length gets longer
you'll notice how it compresses that background constantly now i know it's a little bit trippy to
look at but all i've changed here is the focal length and the position of the camera in order
to keep the framing of our character here the same so just to show you guys what
we're doing here is we have a focal length of 10 millimeters to start off with
next up we go to about 35 millimeter and last we have about 150 millimeters so looking at the difference here going
long really compresses that background it really accentuates your depth of field
it gives you a very different look pay attention to the foreground here foreground and the mid ground notice how
out of focus those are it's all that depth of field but here uh the foreground is not there's no depth
of field at all right we haven't changed the f-stop we haven't changed the aperture size
we've changed nothing except for focal length and the position of the camera so of
course you know as you go longer you need to back the camera up to keep the framing
the same right you know this requires you to really understand how focal length
works so i'm going to play this one more through for you guys just so you can get a better idea
of the effect it has on your shots go long okay a long focal length really goes a long way into helping you
get a much more interesting look it's just i myself rarely work with anything under
85 millimeters 85 is probably my favorite focal length ever both on real cameras and in 3d longer
focal lengths get up close and personal and they have the added benefit of really accentuating
your depth of field okay so f 1.4 on a 35 millimeter is not going to be the same as f 1.4 on a 200mm
lens go ahead and try it out and see for yourself you may be surprised and this brings me
back to another point to where all of this kind of ties together okay so
first we have our film back which affects our framing and we can fix that and change that with
our focal length but what about aspect ratio where does that fall into place
most movies we see nowadays are in a format called 2.35 to 1. 235 to 1 is the super wide
cinemascope aspect ratio that we're very used to seeing you've probably seen it a lot
you know with the black bars on the top and bottom of the frame this is a very popular look i'm personally i'm a sucker
for the 235 look i love it i put it i use it in almost all my renders just because i
think it looks so awesome now the reason why i think having this aspect ratio is so appealing
is because we instantly have the association with movies we've seen it in films we've seen it on
tv it's the immediate association that you have with it right does this mean that a movie has to
have the two three five to one aspect ratio for it to be cinematic of course not
no i mean i've you you can find some amazing looking films that have been in four three or sixteen nine what have
you two three five to one is just what's popular in trendy nowadays
personally i love it but it's up to you it's kind of one of those those little extra things that are really easy to
change and do or add to your frame you can just add two black bars on top of your thing
and it's going to kind of help a little bit so just because you've added those black bars in
the top and bottom of your frame doesn't really mean that your shot's automatically going to be
more cinematic now i pour my heart and soul into this lovely example showing you why adding
the black bars doesn't necessarily make your shot cinematic
need i say more you get the point now the last part of this video involves poke production and this is
quite easily the most important most overlooked and most underrated part of this entire process
i understand the allure of getting everything right in unreal getting everything right in your render hit the
render button post our station call of the day but you're shooting yourself in the foot
when you hit that render button in unreal and you get your frames out you're only
halfway done anyone who's ever worked in vfx knows that the work the compositors do
is the stuff of legends i can't tell you how many times i sent stuff to the render farm and
you know they were decent looking renders but after it goes through to compers
and poke production and color correcting and the colorist when i see that final result in theaters
or even in our daily meetings i am constantly just shocked at the work that post-production
people do okay color correcting and editing your footage in post
is so important god you you really need to start doing this if you haven't already
it is so critical to making your shots go from mediocre to amazing okay and unfortunately
there's not that much you need to do either sometimes it's just some curves correction a little bit of contrast
adding some bloom you don't need to be a super advanced compositor to really make your shots pop a lot of
what makes your renders look better is honestly crappifying them crapify is that a word basically you
need to add an extra layer of badness on top of it to really make it feel more real
by that i mean lens effects i don't mean that adding the jj abrams lens flares that's not what i mean
lead flares when used tastefully are amazing i'm talking more stuff like film grain chromatic aberration adding a
little bit of blur in post beginning your lens could be smudged or something it could be dust
there could be having some dust spots on your sensor there is so much
that happens between your subject and the center of your camera and that's the lens
there are so many refractive glass elements in there it's going to deteriorate your image however slightly
and that is what we go at in post-production so let's jump into davinci resolve
and see the main thing that i do to my renders to kind of give them that extra oomph
just a disclaimer here this is not going to be a proper color grading tutorial i will be making a video about this soon
so hit the subscribe button and the bell notification so that you don't miss it when it releases
so right here i'm mainly going to show you what it is i do and how i grade my images just to give
you an idea of my process so that being said let's carry on so now that we're in
the color page of davinci resolve you may be a little bit overwhelmed by everything
that's happening here it's like oh my goodness so much information what's going on don't worry you'll see
it's a lot easier than it looks so let's start off with a little before and after here this is the final graded
shot and this is what i got out of unreal now you'll see it's a little bit flat
a little bit boring the lighting is way too warm it's not very interesting to look at
right so now you'll notice the main elements are there the lights and from the right direction the
lighting is actually decent we got some bounce lighting coming here the main lighting is there
i'm just going to give it a bit more oomph with some very simple nodes here okay
so let's start off with the first thing i like starting off with my shot by bumping up the
curves adjustment as you can see down here we're just lifting up those highlights
lifting up those blacks adding a little bit more contrast with the help of curves
as you can see we're already seeing a pretty substantial difference here right a lot more oomph to it next down the
line is i like giving a little bit of color correction so you'll see here it's very subtle but you can adjust the
temperature globally of your entire shot okay i just because the shot was originally very
warm i like to cool it down just a little bit the next node is you'll see it's just
darkening with the help of a gradient so right here you'll see i can kind of just control um
parts of my screen like this so i'm really starting to paint with light a little bit
and i didn't like how bright the upper right hand corner of the screen was so i darkened that just a little bit so
next up as you can see it's going to be a radial gradient and this is essentially to add a vignette
so this vignette effect darkens the corners a little bit but also i changed the temperature because you can
see right here everything's way too warm i really wanted to make the edges add a little bit more color variation in there
really kind of cool down the corners of my shot to kind of help it feel a bit more
balanced right you can see it already feels a bit more neutral much
you know much more interesting to look at just by adding a little bit of color variation in there now next up is
glow now glow in davinci resolve is known as bloom in unreal so
there's different terms but they mean the same thing now you'll see i've added a very
selective bloom around the screen left here just like because we got a very strong
sunlight coming in and i really wanted to you know add a little bit more flare
there really it's really as simple as that just to give you an idea now next up
right here is a lens flare and that's my favorite thing now lens flare when used
tastefully is amazing um don't go full jj abrams with the anamorphic let's player all over the
place it just blinds you less flair when you tastefully can really make your shot look
way less cg way less fake and way more filmic when you use a real camera and you're shooting into the sun
all your blacks get lifted um you get a very distinct effect so let's toggle this on and see how it looks
all my shadows got washed out so you'll see i've got some some some refractive elements here some
little bit of flares here what you're seeing there is essentially glass elements inside the lens that are
being reflected and captured by the camera um the lens flare will also like i said earlier
we'll lift up those blacks and give it a much more realistic look so use this carefully okay so now you
can see we've got a little bit of flare coming in we have full control over the flare
settings here so you can control the size of the flare how strong they are
the lens flare tools in davinci resolve are amazing really good i believe these lens flares
require the studio version of davinci resolve but that's only 300 that's less than one year of paying for
adobe premiere pro just keep that in mind now let's move on to the next step and that's adding
chromatic aberration let's go ahead and turn on the chromatic aberration and zoom in and see what it's
actually doing okay so i'm gonna unhide this you'll see if i toggle it on and off you'll see
that we've got some red and teal halos happening around the edges right and it gets much
stronger and stronger add it gets near the edges of the screen so chromatic aberration is a very real
thing that happens in photography when you're shooting with real cameras but there's one thing that i really need
to make you guys aware about and chromatic aberration is not a global effect you can add chromatic aberration
in unreal in the post-process volume there's a setting for chromatic aberration and when you apply it like
this you'll see right away that it's a global screen space effect
and that's what you don't want i cannot stress enough how badly you do not want it because chromatic aberration
in real life only shows up in high contrast areas so just to show you an example of
real chromatic aberration or fringing in photographs i have a photo here that i shot here in
norway and you'll notice along the ridgeline of mountains again where there's a very
high contrast difference you'll see this blueish teal fringing or also known as chromatic
aberration showing up now you'll notice it doesn't show up anywhere else in the frame
except once again in high contrast areas so you see where there's like a very strong
ping of specular highlight off the leaf we get some teal greenish bluish fringing it doesn't
really show up anywhere else except in high contrast areas we're trying to go for something
you know photoreal as possible something that's as realistic as possible and chromatic aberration while it does
exist in real life it really needs to be applied tastefully
i cannot stress this enough so let's take a look at how i do this okay okay when i use chromatic aberration i
always apply it on first so you'll see we've got it it's very strong i apply it
globally everywhere at first but then here with the help of a mask i mask it out so that it only shows up
in the very high contrast areas so let's see for example right around the edges of master chief's
helmet and the bright sky okay i don't necessarily want it
here because there's no contrast so with this mask i can i basically just paint
where i want chromatic aberration to show up and it would make sense for it to show up here
it also makes sense that for it to show up you know a little bit here it's very subtle you'll see you might
not even notice it but it's there i'm going to show you guys this again in another shot so let's
take a look here as well i've got chromatic aberration showing up only in the very bright
contrasty parts of my frame right if i were to hide this you'll see chromatic aberration if i
toggle it on and off it's showing up everywhere like all you kind of almost have this anaglyph 3d
effect right we have all here in a building we have it globally across the entire frame and the
grass here that's no bueno that is not good you don't want
that i want it in select places so using a mask i've only have it showing up in the very
bright spots okay and that's how chromatic aberration really works in real life so
it needs to be applied carefully so see with the mask before and after we only have it showing
up in the very bright areas super important part when adding chromatic aberration so
last but not least involves film grain and film grain is one of my favorite things to add
it very much helps your shot go from pretty mediocre to like whoa this looks pretty good
it's a very subtle thing and it's not something that people always notice and i understand that adding film grain
may be a little controversial because photographers and cinematographers try to denoise their images and renders and
films as much as possible but they re-add that gray and after because grain adds a very organic touch to your
shots so let's go ahead here and add film grain using davinci resolve's
film grain plugin filled the film grain plug-in in davinci resolve it requires a studio license once again
um but there's lots of film grain preset pack that you can get for the free version of davinci resolve
i'm just going to show you what it does so right now you'll you may notice my renders straight out of unreal are
very clean and that's a typical thing with cg renders they're super clean there's
no grain there's no noise and this is usually a good thing you don't necessarily want a bunch of noisy
images but it doesn't feel like a photo because all photographs have noise even if you're shooting at iso 100
with a very good camera you're still going to have a little bit of grain across your frame that's just how images
are created so here i'm going to go ahead and add my film grain
and just notice the difference it makes okay like zooming in again i'm gonna go zoom in like crazy to 100 because this
is a 4k render but this is before and this is after
you'll see it adds a lot more texture and subtlety and just a little bit more organic feel to your renders right
in a highlight there tend to be a little bit less noise and thankfully in a davinci resolve plug-in you have
control here you can control you can add more grain in your highlight you can choose
to have less you have a lot of film grain controlled in davinci resolve let's take a look at another shot real
quick just to compare this here is without any grain and this is width i've
intentionally made it a bit stronger than i normally would just to show off the effect
but you'll see especially in distance ah it just adds way more texture and a little bit more
interestingness to your shot do not underestimate film grain film green is an
integral part of any movie pause your movie and you'll see there's always going to be a little bit of grain
there how much you add is up to you but personally i'm a sucker for a very
high quality film grain as you can see with a very few changes you can make your shots go
from kind of meh to very good and i understand that this may be controversial because
some of you may be thinking oh well that's cheating that's not shared out of unreal that's you know you've color
graded it processing involved i'm like well yeah of course because i understand
how powerful a good colorist can be okay like i've worked in film i've been floored and shocked and
gobsmacked time and time again after seeing someone color grade my renders
and i'm fully aware of why you should be doing it i've said this before and i'm going to say it
again the end result is the only thing that matters
i cannot stress this enough no one's gonna care if you did some color grading in post
after you're rendered because that's just what everybody does if you're not doing it you're basically
making your work not look as good as it possibly could let's just go through my other shots
real quick just to show you before and after to get a better idea of how powerful it
can be this is before straight out of unreal and this is after before and after moving on to the next
shot this is before straight out of unreal and after
before and after next shot this is straight out of unreal and this is after before after
next up straight out of unreal and it's an after before after and for the last shot
this is before and it is after before and after so just a recap of the main things that i like to change
and do in post involves color correction curved adjustments vignetting adding some more bloom
more controlled local bloom lens flare chromatic aberration and film grain now i know it sounds like a long list
but there's all these little things that really contribute to you know quote unquote the deterioration of your cg
to make it more realistic realism is not about having the sharpest cleanest best possible highest resolution render
a lot of photos and a lot of movies are really blurry and have all these lens effects and
understanding this is really going to help you make your cg feel a lot more realistic
and that folks concludes this week's video if you've done everything we've covered here including so feel back
depth of field frame rate motion blur color grading and post production if you do all of those things your
renders should be one step closer to looking a lot more cinematic than they did beforehand
so i hope this helped you out thanks so much for watching guys and i'll see you all next week
To achieve a cinematic look, render your Unreal Engine scenes at 24 frames per second (fps) to mimic natural film motion. Adjust the motion blur in the post-process volume to 0.5 to simulate a 1/48 shutter speed, following the 180-degree shutter rule common in filmmaking. Avoid higher fps settings like 48 or 60 unless you are creating slow-motion effects.
The film back size in Unreal Engine represents the camera sensor size; larger film backs provide a wider field of view and allow the use of longer focal lengths. Using longer focal lengths (85mm to 200mm) compresses backgrounds and enhances depth of field effects, producing more dramatic and flattering cinematic shots. Adjust your camera position when changing focal length to maintain proper framing.
A 2.35:1 widescreen aspect ratio is traditionally associated with films and instantly adds a cinematic feel by framing your render in a super wide format. However, aspect ratio alone does not create a cinematic look—it must be combined with proper lighting, composition, and post-processing to be effective.
Post-production is critical for cinematic quality; key steps include color grading to increase contrast and set mood, adding lens effects like bloom, subtle lens flares, and chromatic aberration with selective masking at high-contrast edges. Introducing film grain adds organic texture that counteracts the unnatural cleanliness of CG renders. Aim to add controlled imperfections rather than perfect sharpness to enhance realism.
Depth of field creatively blurs background elements to hide distractions and guides viewer focus towards subject areas. Utilizing larger film backs and longer focal lengths allows stronger depth of field effects. Experiment with focus planes and background blur intensity to create visually appealing and emotionally engaging scenes.
Rendering at higher frame rates such as 60fps results in hyper-smooth motion that resembles video game visuals rather than film, which can reduce cinematic feel. It's best to stick to 24fps for authentic cinematic motion blur, unless you specifically intend to produce slow-motion effects, in which case higher fps rendering is appropriate.
When changing your camera’s focal length to longer lenses—like moving from 35mm to 85mm or beyond—you need to adjust the camera’s position by moving it further away from the subject. This recalibration preserves the desired framing while benefiting from the compression and depth cues that longer focal lengths provide, which are key to cinematic composition.
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