I'm pretty hazy on accumulation buffers, but I don't see much reason why you
couldn't just use a CI filter to make an average of 5 input images :)
I thought a bit more about how to do the initial render too, and I think the
only way is to make the part that draws the scene, then put it in a 3d
transform, put that in the render in image, and copy + paste that until you
have enough copies of the scene. You'd then give each bit a slightly
different angle of rotation in the render in image (and probably link the
origin position and the angles via a math patch or two + published ports, so
you can manipulate the focal point and depth effect amount easily).

That's not exactly efficient though :/ Is there a better way to do it?

Chris


2008/8/4 Alex Drinkwater <[EMAIL PROTECTED]>

> I've been looking into this sporadically, too.
> Chris's suggestion of rendering more than once has come up several times in
> my research as a method of simulating DOF type effects. All the writeups
> about his particular technique that I've seen require use of the
> accumulation buffer to accumulate the result of each render pass, and I
> don't think that's possible in QC, as the OpenGL context setup by the
> application doesn't include an accumulation buffer.
>
> I'm hazy on OpenGL though, so it's completely possible that you could
> create a environment-macro-type plugin for QC that allowed DOF rendering
> using this method.
>
> Any thoughts, anyone?
>
>
> a|x
> http://machinesdontcare.wordpress.com
>
>
>
>
> On 3 Aug 2008, at 20:09, MARK HARRIS wrote:
>
> > thanks Chris. thats the problem I've been having if I select the
> > read/write on the base sprite (the one which is duplicated) it sorts
> > the depth problem, i.e. the shapes in the foreground go over the
> > ones in the background, but I lose the transparency around the
> > shape.. Please excuse my lack of knowledge but is that what you mean
> > by the Z buffer?
> >
> > The best solution I could come up with is this.. I split the
> > composition into four layer which allowed me to have the extreme
> > distance and forground blurred and transparent which gives it a nice
> > depth of field effect..
> >
> > I was just wondering if there was a better solution to this..
> >
> > Many thanks Mark
> >
> > <solution.qtz>
> >
> >> I've not had time to look at the composition, but I've learnt a
> >> fair bit about Z sorting in QC. Most patches do respect Z sorting,
> >> just make sure you have 'Read/Write' selected for the Z buffer for
> >> each patch you want depth enabled for. If you're rendering inside a
> >> render-in-image, make sure you have the z buffer enabled for that
> >> too or it won't work.
> >>
> >> The other thing to be aware of is transparency - if you use say a
> >> bunch of sprites with a texture that has transparent areas, if
> >> another sprite renders behind one it will be correctly Z-sorted but
> >> won't render in the transparent areas because it's 'behind' the
> >> front sprite. I've found it's a case of one or the other but not
> >> both when it comes to transparency and Z.
> >>
> >> Chris
> >>
> >>
> >> On 3 Aug 2008, at 18:36, vade wrote:
> >>
> >>> it looks like this is because quartz renders based on layers, and
> >>> does not do any z sorting between layers. Since you have clouds
> >>> and shadows in the same iterator, they are rendered one after the
> >>> other, per iteration, using the painters algorithm, (meaning, its
> >>> just drawn on top of whatever was there before).
> >>>
> >>> easy fix - separate out your shadows in a separate iterator and
> >>> draw them first.
> >>>
> >>> hard fix, figure out depth sorting in QC..
> >>>
> >>> On Aug 3, 2008, at 12:22 PM, MARK HARRIS wrote:
> >>>
> >>>> <problem.qtz>
> >>>
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