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

Adobe Employee ,
Sep 27, 2023 Sep 27, 2023

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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: 

Rikk Flohr: Adobe Photography Org
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macOS , Windows

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correct answers 1 Pinned Reply

Adobe Employee , Oct 20, 2023 Oct 20, 2023

Please report your system info via Lightroom>Help>System Info...

 

If you encounter GPU driver issues while using ML features in LrClassic/LrD/ACR, please try to update to the latest macOS version or if you are on a Windows machine, follow https://helpx.adobe.com/lightroom-classic/kb/troubleshoot-gpu.html to update your machine to the latest GPU driver and  see if the problem resolves itself.

 

If the OS or the driver is not available or possible and the problem persists, then try the following

...

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New Here ,
Oct 10, 2023 Oct 10, 2023

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The sceen went black intermittently. Win 10

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Community Expert ,
Oct 10, 2023 Oct 10, 2023

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Make sure your graphics card drivers are up to date. 

 

 

Sean McCormack. Author of 'Essential Development 3'. Magazine Writer. Former Official Fuji X-Photographer.

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New Here ,
Oct 10, 2023 Oct 10, 2023

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I had this same problem.  Anytime I make an adjustement with this feature, my screen goes black and says up top "not responding" for a few seconds, then it comes back and seems okay till I make another adjustment and it does the same thing.  I have my graphics card should be able to keep up with this with no problem. 

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Adobe Employee ,
Oct 11, 2023 Oct 11, 2023

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This is likely a GPU driver issue. Do a test. Go to Lightroom>Preferences>Performances>Camera Raw>Use Graphics Processor>Off.

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Adobe Employee ,
Oct 13, 2023 Oct 13, 2023

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If you encounter GPU driver issues while using ML features in LrClassic/LrD/ACR, please try to update to the latest macOS version or if you are on a Windows machine, follow https://helpx.adobe.com/lightroom-classic/kb/troubleshoot-gpu.html to update your machine to the latest GPU driver and  see if the problem resolves itself. If the OS or the driver is not available or possible and the problem persists, then try the following workaround method as a last resort. The method provides a mechanism to allow LrDesktop/LrClassic/ACR customers to force the ML inference to always run on CPU instead of default. See details here https://helpx.adobe.com/camera-raw/kb/acr-gpu-faq.html#lens-blur.

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New Here ,
Oct 13, 2023 Oct 13, 2023

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In my case, the screen doesn't go black, but the system becomes very slow and unresponsive whenever I apply the filter. If it's useful to adobe, I have an AMD gpu and it's the same with both limited and full acceleration on.

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Explorer ,
Oct 23, 2023 Oct 23, 2023

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Hi All,

Same for me, sometimes black screen and message "not responding".
Always significant delays (8-10 s) between any command and the result on screen, even without black screen.

All my drivers and Windows 10 are up to date and I have 64 Gb RAM installed.

The processor (I7) is saturated at 100% for several seconds when initiating an action and running around 40% to 60% as long as the function is activated, even without doing anything (and no other software running).

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LEGEND ,
Oct 23, 2023 Oct 23, 2023

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@phfsly, please do the LR menu command Help > System Info and copy/paste the entire contents here so Adobe can see exactly which versions of hardware and software LR thinks you're running and important LR options that are set.

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Explorer ,
Oct 23, 2023 Oct 23, 2023

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Thanks for your message.

Please find below the requested info :

Version Lightroom Classic: 13.0.1 [ 202310121438-d2af310c ]
Licence: Creative Cloud
Paramètre de langue: fr
Système d'exploitation : Windows 10 - Home Premium Edition
Version : 10.0.19045
Architecture de l'application : x64
Architecture du système : x64
Nombre de processeurs logiques: 12
Vitesse du processeur : 2,5Ghz
Version SQLite: 3.36.0
Utilisation du CPU: 1,0%
Mémoire intégrée : 65281,6 Mo
Mémoire GPU dédiée utilisée par Lightroom: 108,4Mo / 3952,0Mo (2%)
Mémoire réelle disponible pour Lightroom : 65281,6 Mo
Mémoire réelle utilisée par Lightroom : 2122,2 Mo (3,2%)
Mémoire virtuelle utilisée par Lightroom : 2368,7 Mo
Nombre d'objets GDI : 735
Nombre d'objets utilisateur : 2386
Nombre de processus gérés : 2356
Taille de la mémoire cache : 144,7Mo
Version interne de Camera Raw: 16.0 [ 1677 ]
Nombre maximal de liens utilisé par Camera Raw  : 5
Optimisation SIMD de Camera Raw : SSE2,AVX,AVX2
Mémoire virtuelle de Camera Raw: 511Mo / 32640Mo (1%)
Mémoire réelle de Camera Raw: 511Mo / 65281Mo (0%)
Paramètre PPP du système : 96 PPP
Composition sur le Bureau activée: Oui
Taille d’aperçu standard: 1920 pixels
Affichages : 1) 1920x1200, 2) 1920x1200
Types d'entrée: Tactile multipoint : Non, Tactile intégré : Non, Plume intégrée : Non, Tactile externe : Non, Plume externe : Non, Clavier : Non
 
Informations relatives au processeur graphique : 
DirectX: NVIDIA GeForce GTX 1650 Ti (31.0.15.3758)
État initial: GPU pour le traitement d'image pris en charge par défaut
Préférence utilisateur: Auto
 
Dossier de l'application : C:\Program Files\Adobe\Adobe Lightroom Classic
Chemin d'accès à la bibliothèque : C:\Users\Philippe\Documents\00-Data\99-Lightroom_Catalogue-Actif\Catalogue Principal-v13.lrcat
Dossier des paramètres : C:\Users\Philippe\AppData\Roaming\Adobe\Lightroom
 
Modules installés : 
1) Adobe Stock
2) DxO PhotoLab 5
3) DxO PhotoLab 5 Importer
4) Flickr
5) HDR Efex Pro 2
6) LR/Mogrify 2
7) Module externe de prise de vue en mode connecté Nikon
8) Paramètres du plugin
 
Marqueurs Config.lua: None
 
Adaptateur n° 1: Fournisseur : 10de
Appareil : 1f95
Sous-système : 97d1028
Révision : a1
Mémoire vidéo : 3952
Adaptateur n° 2: Fournisseur : 8086
Appareil : 9bc4
Sous-système : 97d1028
Révision : 5
Mémoire vidéo : 80
Adaptateur n° 3: Fournisseur : 1414
Appareil : 8c
Sous-système : 0
Révision : 0
Mémoire vidéo : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Enceintes (2- Realtek(R) Audio)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x83
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: 0
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 32768,32768
GL_RED_BITS: 8
GL_RENDERER: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 537.58
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility 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_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging 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_parallel_shader_compile 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_sample_locations 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_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock 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_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp 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_filter_minmax 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_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_NV_memory_object_sparse GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 

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LEGEND ,
Oct 23, 2023 Oct 23, 2023

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@phfsly, you might try the "last resort" method described in the pinned reply above:

https://community.adobe.com/t5/lightroom-classic-discussions/p-new-ai-powered-lens-blur-early-access...

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Explorer ,
Oct 23, 2023 Oct 23, 2023

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Thanks, but I already use the latest GPU driver version :

phfsly_0-1698082452171.png

Also tried with GPU processing desactivated; same issue.

 

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Explorer ,
Oct 10, 2023 Oct 10, 2023

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Though in theory the blurr feature is interesting and  It would or should work for portraits much like the camera features  do on samsung galaxy phones,making people stand out. However for landscapes to create an orton effect , it needs to be attached to the mask toolbox . This would allow masking of areas where we woulnt want the blurr affect.  I have poor eyes and use my phone and ipad pro for editing. I also wished to be a complete and amazing program lightroom  mobile should feature better noise reduction , and allow focus stacking , and layers ...im still waiting ... it is a good program and becoming easier to use but to make it a great program add those features. Thanks Bill Butcher. <Removed for Privacy>

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New Here ,
Nov 04, 2023 Nov 04, 2023

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I agree, the refine feature is difficult to use on complex images.  Having a flyout like the mask function, which whosw the brushes uses and a mopnochrome image indicating to which part of an image the specific brush instance applies, would be extremely useful.

That said, early indications are that it is an incredibly powerful feature.

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Explorer ,
Oct 10, 2023 Oct 10, 2023

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At first look it all looks good. but bot Color Mixer and Lens Blur need a reset button.

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Community Expert ,
Oct 10, 2023 Oct 10, 2023

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Hold down Alt/Option and Apply turns into Reset Lens Blur. 

Sean McCormack. Author of 'Essential Development 3'. Magazine Writer. Former Official Fuji X-Photographer.

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Explorer ,
Oct 10, 2023 Oct 10, 2023

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thanks for that info. forgot it exists as i never use it on the others

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Community Expert ,
Oct 10, 2023 Oct 10, 2023

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Just checked and it's the same for Point Color. Hold down Alt/Option to access Reset. This is general across most tools, so there is precedence on it. 

Sean McCormack. Author of 'Essential Development 3'. Magazine Writer. Former Official Fuji X-Photographer.

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Explorer ,
Oct 10, 2023 Oct 10, 2023

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thanks for that info. forgot it exists as i never use it on the others. i think i only thought of it because i was fiddleing with this panel and deliberatly made a mess to see what it did (like if do for most new stuff)

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Community Expert ,
Oct 10, 2023 Oct 10, 2023

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It's still good to post this because if you didn't know or remember, others won't either. 

Sean McCormack. Author of 'Essential Development 3'. Magazine Writer. Former Official Fuji X-Photographer.

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New Here ,
Oct 10, 2023 Oct 10, 2023

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Just tried lens blur on an image of a sculpture that I captured last summer and it is amazing. My background was caotic but I was able to blur it sufficently enough to put the focus on the sculpture where it needed to be. What a wonderful tool! 

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Explorer ,
Oct 10, 2023 Oct 10, 2023

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First impression: incredibly slow on M1 Max MBP 64GB RAM.

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Adobe Employee ,
Oct 11, 2023 Oct 11, 2023

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The first use of the feature after a fresh install would be slower because the macOS would need to do some optimization of the newly installed ML models. The subsequent use within the same app session and separate app sessions should be faster.

 

The same applies to Windows platform.

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Community Expert ,
Oct 10, 2023 Oct 10, 2023

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I've been with this since Julieanne Kost taught me LR 4.   This Blur feature is truely impressive!  

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Explorer ,
Oct 12, 2023 Oct 12, 2023

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LOVE her

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New Here ,
Oct 10, 2023 Oct 10, 2023

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cool, the masks are not perfect, sometimes edges of faces or stray hair got blurred.
we also need a way of adding back grain to the blurred parts to match the rest of the photo

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