Hi Timo, Ok I understand. So your shader does the DOF at rendering phase then, sounds interesting. I'm curious how well it behaves.
At this moment I solved the reflection dof by adding the following line to the secondary ray shader of materials used on objects: Distance+=Copy(Distance). To avoid the artefacts of postblur I render at double scale. Arjo. > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] Behalf Of Timo Mikkolainen > Sent: dinsdag 6 februari 2007 16:57 > To: [email protected] > Subject: Re: Real DOF hack > > > 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. > > > > > > > >
