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> > >>> > >>> _______________________________________________ > >>> Do not post admin requests to the list. They will be ignored. > >>> Quartzcomposer-dev mailing list ( > [email protected] > >>> ) > >>> Help/Unsubscribe/Update your Subscription: > >>> > http://lists.apple.com/mailman/options/quartzcomposer-dev/psonice%40gmail.com > >>> > >>> This email sent to [EMAIL PROTECTED] > >> > > > > _______________________________________________ > > Do not post admin requests to the list. They will be ignored. > > Quartzcomposer-dev mailing list ([email protected] > > ) > > Help/Unsubscribe/Update your Subscription: > > > http://lists.apple.com/mailman/options/quartzcomposer-dev/psonice%40gmail.com > > > > This email sent to [EMAIL PROTECTED] > > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Quartzcomposer-dev mailing list ([email protected]) > Help/Unsubscribe/Update your Subscription: > > http://lists.apple.com/mailman/options/quartzcomposer-dev/the_voder%40yahoo.co.uk > > This email sent to [EMAIL PROTECTED] > > ------------------------------ > Not happy with your email address? > Get the one you really want <http://uk.docs.yahoo.com/ymail/new.html> - > millions of new email addresses available now at > Yahoo!<http://uk.docs.yahoo.com/ymail/new.html> > > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Quartzcomposer-dev mailing list ([email protected]) > Help/Unsubscribe/Update your Subscription: > > http://lists.apple.com/mailman/options/quartzcomposer-dev/psonice%40gmail.com > > This email sent to [EMAIL PROTECTED] >
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