Hi

Haven't checked your shader yet, but I'm considering installing the demo
at work just for that :-)

Realistic DOF is very interresting, and should be built into the system
as an optional method.

However, it *MUST* be optional; realistic or quickfake, and not even the
default option. I even think the quickfake one should be made to better
handle reflections and/or when going through foggy materials if
possible. I've had limited success with quickfake DOF reflections (copy+
distance trick), and no success at all within foggy volumes. Don't think
highlights would ever be captured correctly in post, as usually only the
8bit image is available to postprocess.

Reason that it should be optional, is naturally the extreme hit of doing
realistic DOF, with rendertimes multiplying quickly.

With my computer setup, I'm actually very happy of using postprocessed
DOF (not realsoft's implementation though, I consider that only a
preview).

As for CoC, isn't that pretty much preset depending on the
cameratype/sensorsize you're trying to simulate? My Nikon D80 dslr has a
CoC of 0.02, compact cameras would be around 0.002-0.005, and medium to
large format has larger than dslr CoCs. Wouldn't it be enough just to
set CoC as a constant? It doesn't vary with camaera and lens settings as
such afaik.

Having started abit with photography recently, controlling DOF depending
on subject is of great importance. Having two lenses with 7 curved
blades, I now see the need to increase that to 9 blades. My 18-200VR
lens is one superb lens, but draws horrible bokeh in my view. So now I
need a good portrait lens just to get nice bokeh (how out of focus
objects are "rendered" by the lens) effect :-)

DOF (fake or realistic looking) is one of CGI's biggest faults, but I
didn't realize it until I started shooting myself. In real life,
*getting* all in focus can be a bitch, in CGI it's the default setup and
cost less rendertime wise. I see little use of DOF in the competision
images.

I recently did some tests trying to create a quickefake version of a
Tilt lens. Easily done in RS3D. Instead of the usual method of making a
separate channel measure distance from camera to subject, I mapped it
using a default parallel map in some odd angle instead of perpendicular
to the camera (controlling the focus plane). Results were pretty odd :-)
Looking into a field of flowers, I could have the top of all flowers
into focus, gradually falling out of focus toward the ground.

Just some real world examples of this:
http://www.nikonians.org/html/resources/nikon_articles/nikkor/special_pu
rpose/85_PC/falguera.html
http://www.naturfotograf.com/28pc.html
And the most obvious effect of them all :-)
http://users.gsinet.net/pjwhite/35tstest3f8full.jpg

Have you tried your shader doing tilt lens work?

Just my 2-300 cents ;-)

Regards
Karl


> 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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