[Bf-committers] depth of field

Ton Roosendaal bf-committers@blender.org
Mon, 21 Jul 2003 15:52:25 +0200


a) is not true. there are many ways to achieve this effect with the =20
current blender architecture

b) completely depends at how you want to implement 'complex' or =20
'photorealistic'. You can do it by perturbing the camera 256 times, and =20=

accumulating the images. That works, but is slow.
If you want to do it with ray-tracing, you'll have to write that first.

In general, the quest for realism (or complex photorealism) was never a =20=

focus for Blender. Predictable and fast render times were, projects =20
under control was, animation rendering was.

But with the advance of computer technology & algorithms we shouldn't =20=

stop to improve our renderer. It has to be at least acceptable for =20
animators! So where do you put the limit? Always a difficult topic...


> "The quest for 'real' D.o.F. is beyond what Blender offers now,=A0 or =20=

> what we should strive for."
> =A0
> I was wondering if you meant
> =A0
> a)=A0that it is not wishable to try to implement depth of field at all =
> in Blender
> =A0
> or
> =A0
> b) it is not, in short terms, faisable and wishable to try to =20
> implement=A0COMPLEX, photorealistic=A0depth of field in Blender
> =A0
> thanks,
> =A0
> uneboite

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Ton Roosendaal  Blender Foundation ton@blender.org =20