From http://www.blender.org/documentation/htmlI/x12981.html

The Depth of Field filter is a 2D filter, i.e. a post processing
technique, and as such, has advantages and disadvantages. It uses the
rendered image, plus a Z Buffer (which tells the filter how far away
each pixel is from the camera) to figure out which pixels are blurred
or not blurred.

Because its a 2D effect it has the advantage of being extremely quick.
However there are a few disadvantages:

Reflections are not blurred correctly. If you look at a reflection,
you'll notice that the reflection's blur is based on the distance from
the camera of the reflection plane, not the object in the reflection.

Because the DOF is done on a 2D image, rather than a 3D scene, the
blur cannot know what is behind any given object, therefore often the
edges of an extremely blurred object in the foreground will look
smudgy or dirty.

On 06/02/07, Arjo Rozendaal <[EMAIL PROTECTED]> wrote:
Hi Timo,

What does this material do exactly? I mean what's wrong with the regular
DOF?

Arjo.

> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Timo Mikkolainen
> Sent: dinsdag 6 februari 2007 16:27
> To: [email protected]
> Subject: Real DOF hack
>
>
> I posted this in the forum a while ago, but I thought I'd post it here
> as well: I made a little material hack that does real DOF:
> http://koti.welho.com/tmikkola/materials/DOF.zip
> http://koti.welho.com/tmikkola/materials/DOF.txt
>
> Read the readme for short instructions.
> Naturally it won't work with post-blurred GI as it doesn't even copy
> depth to the image...
> I'd love to make a script that adds and choreographs the material to a
> user selected camera, but I have no idea how to calculate the CoC
> values from the camera properties.
>


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