Skip to main content
Rikk Flohr_Photography
Community Manager
Community Manager
September 27, 2023
Question

P: New AI-powered Lens Blur (Early Access) available across all surfaces.

This post applies to Camera Raw, Lightroom Classic & the Lightroom Ecosystem products.

The Lightroom team is sharing an early look for AI-powered Lens Blur–giving you the ability to apply optical blur on any image regardless of how it was taken. Lens Blur is now available to try on all Lightroom surfaces.
 
How does Lens Blur work?
  • Lens blur applies a depth-based blur effect, similar to what can be achieved with real-world optical lenses, by using AI-generated or device-captured depth data (when available).
  • Lens blur will automatically prioritize focus for the detected subject, but you can also interactively adjust the focus distance. Precise focus range tuning is also available (currently desktop only: Lightroom Desktop, Lightroom Classic, and Camera Raw).
  • You can also further customize the Bokeh shapes, highlight Boost (desktop only), and make depth map refinements (desktop only).
 
Will my Lens Blur adjustments on one surface be synced to other surfaces? I.e. mobile to web to desktop, and vice versa?
  • Yes, all edits will sync. To revert settings, you can go back to previous versions or history steps, or un-apply Lens Blur settings.
 
Can I add Lens Blur settings to my presets?
  • No, presets and copy + paste workflows are not currently enabled for Lens Blur during Early Access.
 
For more information, please check out Lens Blur. 
 
Please give it a try and share feedback in this thread as we continually improve this feature.
 
Lisa Ngo: Lightroom Product Manager
 
Current Popular Lens Blur Feature Requests:

Stop by and give them a vote if they're of interest to you!

 

 

Posted by: 

1380 commentaires

Participant
April 19, 2024

otima função desfoque amei o resultado 

Participant
April 17, 2024

nice good 

Participant
April 16, 2024

Loving it, but its slow and takes too long to make adjustments. I suggest that you disconnect the focus and blur brushing action from  the processing in the background. You should enter brush mode, pausing processing until the user is satisfied with the focus and blur brush positions, then provide a brush to apply. Without this, the cursor goes away and  lightroom spins in the background for any movement of the focus and blur brush.

Participant
April 16, 2024
YES! Completely agree

Virginia Kolstad
www.vkolstadphotography<>
Tel: (973) 727-0905
vkolstad@msn.com
Participant
April 16, 2024

I feel it needs an option to add or remove areas as the subject mask version is not 100% accurate and could not use it because it kept thinking the clients flora print shirt was part of the background...

Inspiring
April 16, 2024

Have you tried using the Focus and Blur options to tidy up any areas which you are not happy with?

 

 

Participant
April 15, 2024

When I select "Visualize Depth" and adjust the slider of in focus range, the photo is colorized opposite of what I expect: the selected focus range is turned gray while the unselected part is colorized.

Participant
April 15, 2024

ihr seid unfassbar gut !!!!!!!! 

Strela1
Participant
April 15, 2024

Works great. Cheers!

Versión de Lightroom Classic: 13.2 [ 202402141005-bf1aeb84 ]
Licencia: Creative Cloud
Configuración de idioma: es
Sistema operativo: Windows 11 - Business Edition
Versión: 11.0.22631
Arquitectura de la aplicación: x64
Arquitectura del sistema: x64
Cantidad de procesadores lógicos: 24
Velocidad del procesador: 3,4GHz
Versión de SqLite: 3.36.0
Utilización de CPU: 0,0%
Memoria incorporada: 32539,6 MB
Memoria de GPU dedicada que utiliza Lightroom: 845,5MB / 128,0MB (660%)
Memoria real disponible para Lightroom: 32539,6 MB
Memoria real usada por Lightroom: 11820,2 MB (36,3%)
Memoria virtual usada por Lightroom: 15938,0 MB
Recuento de objetos de GDI: 946
Recuento de objetos de USUARIO: 3390
Recuento de identificadores de procesos: 2655
Tamaño de memoria de caché: 39,5MB
Versión interna de Camera Raw: 16.2 [ 1763 ]
Número máximo de subprocesos que usa Camera Raw: 5
Optimización de SIMD de Raw de cámara: SSE2,AVX,AVX2
Memoria virtual de Camera Raw: 467MB / 16269MB (2%)
Memoria real de Camera Raw: 971MB / 32539MB (2%)
 
Cache1: 
Preview1- RAM:17,0MB, VRAM:0,0MB, 20240324_133106.jpg
Preview2- RAM:23,0MB, VRAM:0,0MB, 20240324_133104.jpg
NT- RAM:40,0MB, VRAM:0,0MB, Combined:40,0MB
 
Cache2: 
final1- RAM:51,0MB, VRAM:0,0MB, 20240324_133106.jpg
final2- RAM:239,0MB, VRAM:0,0MB, 20240324_133104.jpg
T- RAM:290,0MB, VRAM:0,0MB, Combined:290,0MB
 
Cache3: 
m:39,5MB, n:57,3MB
 
U-main: 108,0MB
 
Ajustes de PPP del sistema: 96 PPP
Composición de escritorio activada: Sí
Tamaño de previsualización estándar: 1920 píxeles
Pantallas: 1) 1920x1080, 2) 1920x1080
Tipos de entrada: Multitoque: No, Toque integrado: No, Pluma integrada: Sí, Toque externo: No, Pluma externa: Sí, Teclado: No
 
Información de procesador gráfico: 
DirectX: Intel(R) UHD Graphics 770 (31.0.101.4577)
Estado inicial: GPU para la visualización compatible de forma predeterminada
Preferencia del usuario: Automático 
 
Carpeta de la aplicación: C:\Program Files\Adobe\Adobe Lightroom Classic
Ruta de la biblioteca: C:\Users\strel\OneDrive\Pictures\Lightroom\Lightroom Catalog-v13.lrcat
Carpeta de ajustes: C:\Users\strel\AppData\Roaming\Adobe\Lightroom
 
Plugins instalados: 
1)  Plug-in de conexión al equipo de Nikon
2) Adobe Stock
3) Flickr
 
Indicadores config.lua: None
 
Adaptador #1: Proveedor : 8086
Dispositivo : a780
Subsistema : d0001458
Revisión : 4
Memoria de vídeo : 128
Adaptador #2: Proveedor : 1414
Dispositivo : 8c
Subsistema : 0
Revisión : 0
Memoria de vídeo : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Creative Soundbar (Creative Stage)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: LR5x120
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 16
GL_ACCUM_BLUE_BITS: 16
GL_ACCUM_GREEN_BITS: 16
GL_ACCUM_RED_BITS: 16
GL_ALPHA_BITS: 8
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 2048
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 8
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: Intel(R) UHD Graphics 770
GL_SHADING_LANGUAGE_VERSION: 4.60 - Build 31.0.101.4577
GL_STENCIL_BITS: 8
GL_VENDOR: Intel
GL_VERSION: 4.6.0 - Build 31.0.101.4577
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_3DFX_texture_compression_FXT1 GL_AMD_depth_clamp_separate GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_robustness_isolation GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_separate_stencil GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_polygon_offset_clamp GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_semaphore GL_EXT_semaphore_win32 GL_EXT_separate_specular_color GL_EXT_shader_framebuffer_fetch GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_IBM_texture_mirrored_repeat GL_INTEL_conservative_rasterization GL_INTEL_fragment_shader_ordering GL_INTEL_framebuffer_CMAA GL_INTEL_map_texture GL_INTEL_multi_rate_fragment_shader GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_shader_subgroup GL_KHR_shader_subgroup_arithmetic GL_KHR_shader_subgroup_ballot GL_KHR_shader_subgroup_basic GL_KHR_shader_subgroup_clustered GL_KHR_shader_subgroup_quad GL_KHR_shader_subgroup_shuffle GL_KHR_shader_subgroup_shuffle_relative GL_KHR_shader_subgroup_vote GL_KHR_texture_compression_astc_ldr GL_NV_blend_square GL_NV_conditional_render GL_NV_primitive_restart GL_NV_texgen_reflection GL_OVR_multiview GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
tareqa65913111
Participant
April 14, 2024

Love the feature, but it does not do a good job with hair, creates a halo around the hair

 

Participant
April 14, 2024

Add a mask option so you can fine-tune the subject. Hairs or blades of a flower.

  

Tartinette
Participant
April 14, 2024

The blur obtained is not harmonious it is rather rough I cannot refine it. 

gary_sc
Community Expert
Community Expert
April 14, 2024

Hi, @Tartinette, I'm not sure I understand what refining you cannot do. That is unless you missed the Focus and Blur refinement at the bottom of the window. By using the same "Amount" slider, you can affect whether the added blur or focusing is a lot or a little (artist's perspective).

 

Does that help?

Tartinette
Participant
April 14, 2024

@gary_sc. Hello ! Thank you very much.  Your reply will definitely help me.  I like very blurred, smooth looking backgrounds, and I did not see the sliders you showed on your reply.  Thank you very much indeed.