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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 - Customer Advocacy: Adobe Photography Products
TOPICS
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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replies 1965 Replies 1965
New Here ,
May 09, 2024 May 09, 2024

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Love the feature! One problem I'm having is that I need a RESET button (or functioning UNDO). My touchscreen appears to have picked up some incorrect manual brushed edits to the focus, and the tool created several lines that I don't want (see attached). Ctrl+Z isn't doing anything and I need to restore the autodetected depths to start again. Thanks

Screenshot 2024-05-09 052732.png

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New Here ,
May 09, 2024 May 09, 2024

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I hope that lens blur can be synced to all photos

 

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New Here ,
May 09, 2024 May 09, 2024

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Saya juga setuju! Pada pandangan pertama - setelah beberapa gambar yang dikembangkan - saya sangat terkejut. Dan ya, indikator akan sangat membantu. 

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New Here ,
May 09, 2024 May 09, 2024

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The Refine brushers are difficult to see, especially when adding blur back to small areas.

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New Here ,
May 09, 2024 May 09, 2024

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if you apply the lens blur heavily, the size of the jpeg becomes much smaller after exporting. 851 Kb vs 1,5 Mb.

_1012396.jpg

_1012397.jpg

  

 

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Community Expert ,
May 09, 2024 May 09, 2024

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@ruudv47029032 This is to be expected. Take a photo of a clear sky and compare that to a photo just of grass. The latter will be much larger than the former. Detail always gives a larger-stored image size.

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Community Beginner ,
May 10, 2024 May 10, 2024

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While tias looks like a great development, I am havng trouble figuring out what all the sliders and other options do and work.  I push sliders all the way to the left and right and see no difference.  Adobe needs to tell us how these features work.

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New Here ,
May 11, 2024 May 11, 2024

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It would be nice to be able to Brush in or "add Object" to select aditional elements to keep from blurring. The blur feature decided that the top of a guitar neck where the tuners are was out of the focal plane even though the neck was parallel to the camera. Adjusting the focal plane only made the main subject less sharp and never brought the top of the neck into focus.

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Explorer ,
May 11, 2024 May 11, 2024

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If you click the triangle next to "refine, then you get a Focus and a Blur button. You can use the Focus to manually un-blur the neck of the guitar

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New Here ,
May 11, 2024 May 11, 2024

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It doens't work on my computer:

ArsClicandi_0-1715440471679.png

 

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New Here ,
May 11, 2024 May 11, 2024

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Did a quick test on my Enduro images, nice background blur but it can´t handle fast running tires, see image. 2024-05-11 191036.png

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New Here ,
May 11, 2024 May 11, 2024

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Would be fantastic if Lightroom could use the Lidar-created depth map from iPhones to determine focus range.

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New Here ,
May 12, 2024 May 12, 2024

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Tolle Tool! Die Bilder können perfekt verfeinert werden. Die erzeugte Tiefe giebt dem Hauptmotiv noch mehr Präsenz. Danke, weiter so.

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New Here ,
May 12, 2024 May 12, 2024

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I really like the blur feature and I intend to use it more.

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New Here ,
May 13, 2024 May 13, 2024

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Why don't you allow the foreground and background areas to be painted with a brush of the same colors as when you click on “view depth”? I'm all for early access, but in this case... you haven't bothered to develop a tool that only half works...

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New Here ,
May 13, 2024 May 13, 2024

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Is just me thinking, why not just add a lens blur with a couple of bokeh options into the masking tools. The selection process in the masking tool blitzes the dicking around with AI wich is great when it works but often need a quicker and more accurate way of refinement.

I find the object/s that commonly need focus separation also need levels and colour grading so why not ' select it ONCE'.

 

I'm no expert on how these tools are engineered into the suite but maybe it will avoid some to the complaints regarding Ram and GPU hogging the speed out of our fast computers. 

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New Here ,
May 13, 2024 May 13, 2024

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Very good tool to use, quick at detecting the image and changing the intensity of the blur. 

Adding a brush tool like masking would help to blur certain parts of the image. 

 

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Participant ,
May 14, 2024 May 14, 2024

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I like the results very much and haven't noticed any blips. It's also great to enhance existing blur.

It would be even more useful if the created depth map would allow us to apply other adjustments (exposure, colour etc.) selectively to fore-, middle-, or back-ground.

Perhaps it could be rolled into the masking panel alongside subject, sky etc.

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New Here ,
May 14, 2024 May 14, 2024

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works almost great but I think there is some improvement to be made in masking objects, also would be good to have options like radial or liner blur just like in the effects panel 

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Community Beginner ,
May 14, 2024 May 14, 2024

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When re-opening a Camera Raw adjustment applied to a smart object, the lens blur mask is reset to it's initial state, not that which was last applied.

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New Here ,
May 14, 2024 May 14, 2024

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A simple feedback since I'm not yet a pro in lightroom. I like it and it helped me a lot when I needed to add more blur. please don't remove it 😄

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New Here ,
May 15, 2024 May 15, 2024

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Add me to the list of crash victims due to the Blur Tool. I've tried just about every tweak and configuration, and it will actually work for a day or two and then, out of nowhere, completely freeze my system—no warnings, no errors, just frozen just like the good old days of Windows 95.   

Lightroom Classic version: 13.2 [ 202402141005-bf1aeb84 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Home Premium Edition
Version: 10.0.19045
Application architecture: x64
System architecture: x64
Logical processor count: 6
Processor speed: 2.9GHz
SqLite Version: 3.36.0
CPU Utilisation: 2.0%
Built-in memory: 12226.1 MB
Dedicated GPU memory used by Lightroom: 446.8MB / 8147.2MB (5%)
Real memory available to Lightroom: 12226.1 MB
Real memory used by Lightroom: 2351.1 MB (19.2%)
Virtual memory used by Lightroom: 3387.7 MB
GDI objects count: 1383
USER objects count: 2901
Process handles count: 6902
Memory cache size: 453.0MB
Internal Camera Raw version: 16.2 [ 1763 ]
Maximum thread count used by Camera Raw: 4
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 969MB / 6113MB (15%)
Camera Raw real memory: 972MB / 12226MB (7%)
 
Cache1: 
Preview1- RAM:21.0MB, VRAM:20.0MB, 20240504-750_5596-Edit.tif
Final2- RAM:37.0MB, VRAM:0.0MB, 208D7FF7-BD75-4A97-868E-3AB5727B7E9E.dng
Final3- RAM:37.0MB, VRAM:0.0MB, 52339635-C3D2-42C9-BAA5-4973A9E3F8CC.dng
NT- RAM:95.0MB, VRAM:20.0MB, Combined:115.0MB
 
Cache2: 
final1- RAM:189.0MB, VRAM:0.0MB, 20240504-750_5596.NEF
final2- RAM:144.0MB, VRAM:24.0MB, 20240504-750_5596-Edit.tif
final3- RAM:189.0MB, VRAM:0.0MB, 20240504-750_5590.NEF
T- RAM:522.0MB, VRAM:24.0MB, Combined:546.0MB
 
Cache3: 
m:453.0MB, n:147.6MB
 
U-main: 84.0MB
 
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 1920 pixels
Displays: 1) 1920x1080
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: Yes, Keyboard: No
 
Graphics Processor Info: 
DirectX: AMD Radeon RX 6600 (31.0.24031.5001)
Init State: GPU for Export supported by default
User Preference: Auto
 
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: D:\OneDrive\Pictures\Lightroom\Lightroom Catalog-v13.lrcat
Settings Folder: C:\Users\fifty\AppData\Roaming\Adobe\Lightroom
 
Installed Plugins: 
1) AdobeStock
2) Canon Professional Print && Layout
3) Flickr
4) Nik 6 HDR Efex
5) Nik 7 HDR Efex
6) Nikon Tether Plugin
7) Plugin Parameters
8) Plugin Parameters
 
Config.lua flags: None
 
Adapter #1: Vendor : 1002
Device : 73ff
Subsystem : 23341458
Revision : c7
Video Memory : 8147
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Speakers (Realtek(R) Audio)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x120
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 8
GL_ACCUM_BLUE_BITS: 8
GL_ACCUM_GREEN_BITS: 8
GL_ACCUM_RED_BITS: 8
GL_ALPHA_BITS: 8
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 32
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 8192
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 8
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: AMD Radeon RX 6600
GL_SHADING_LANGUAGE_VERSION: 4.60
GL_STENCIL_BITS: 8
GL_VENDOR: ATI Technologies Inc.
GL_VERSION: 4.6.0 Compatibility Profile Context 24.4.1.240409
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_EXT_abgr GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_texture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_subtexture GL_EXT_texture3D GL_EXT_bgra GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_multitexture GL_IBM_texture_mirrored_repeat GL_AMD_debug_output GL_ARB_multisample GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_cube_map GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_NV_blend_square GL_NV_texgen_reflection GL_SUN_multi_draw_arrays WGL_EXT_swap_control GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_NV_half_float GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texture_rectangle GL_NV_primitive_restart GL_S3_s3tc GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_EXT_blend_equation_separate GL_EXT_depth_bounds_test GL_ARB_color_buffer_float GL_ARB_draw_buffers GL_ARB_half_float_pixel GL_ARB_pixel_buffer_object GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_framebuffer_object GL_EXT_pixel_buffer_object GL_EXT_texture_mirror_clamp GL_NV_float_buffer GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_ATI_texture_mirror_once GL_EXT_bindable_uniform GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_packed_float GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_integer GL_EXT_transform_feedback GL_NV_depth_buffer_float GL_OES_EGL_image GL_EXT_provoking_vertex GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_buffer_object 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GL_ARB_compressed_texture_pixel_storage GL_ARB_debug_output GL_ARB_draw_indirect GL_ARB_explicit_attrib_location GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_occlusion_query2 GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shading_language_packing GL_ARB_tessellation_shader GL_ARB_texture_compression_bptc GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_vertex_attrib_64bit GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_EXT_shader_image_load_store GL_EXT_texture_sRGB_decode GL_EXT_vertex_attrib_64bit GL_AMD_multi_draw_indirect GL_AMD_pinned_memory GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_shader_atomic_counters GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_debug_label GL_AMD_query_buffer_object GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_compute_shader GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_fragment_layer_viewport GL_ARB_framebuffer_no_attachments GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_stencil_texturing GL_ARB_texture_buffer_range GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_vertex_attrib_binding GL_EXT_copy_buffer GL_KHR_debug GL_KHR_texture_compression_astc_ldr GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int64 GL_ARB_ES3_1_compatibility GL_ARB_bindless_texture GL_ARB_buffer_storage GL_ARB_clear_texture GL_ARB_enhanced_layouts GL_ARB_indirect_parameters 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New Here ,
May 15, 2024 May 15, 2024

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I love it!! It works great for me and I am able to sucessfully fix focus/blurred spots

 

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New Here ,
May 16, 2024 May 16, 2024

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Great feature. Is it possible to add to multiple photoes or only one at the time? I can't find it in the sync option.

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New Here ,
May 16, 2024 May 16, 2024

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I was just wishing I had a bokeh option on Lightroom Classic, and then I found the Lens Blur function. I LOVE IT! It worked perfectly on my Dell G7.  Keep up the great R&D. 

 

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