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.
> > >
> >
> >
>

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