[Bf-committers] depth of field
uneboite uneboite
bf-committers@blender.org
Mon, 21 Jul 2003 23:34:10 +0000
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<P>Nathan, I'm exploring different avenues like integrating dof in the render process to include proper alpha-channel treatment, or using post-processing, ... </P>
<P>Isn't motion blur associated with OSA buttons, and thus limitating the number of iterations to 16? I'm not sure if it would permit enough jittering... I've not played with this approach.</P>
<P>The way I see it, I would add a on/off switch in the camera edit buttons. Like you said, if the switch is off, render-time is not affected...<BR><BR>uneboite</P></DIV>
<DIV></DIV>>From: Nathan Vegdahl <NATHAN_VEGDAHL@YAHOO.COM>
<DIV></DIV>>Reply-To: bf-committers@blender.org
<DIV></DIV>>To: bf-committers@blender.org
<DIV></DIV>>Subject: Re: [Bf-committers] depth of field
<DIV></DIV>>Date: Mon, 21 Jul 2003 14:30:35 -0700 (PDT)
<DIV></DIV>>
<DIV></DIV>> As far as I am concerned, when it comes to rendering, there are two main
<DIV></DIV>>goals: flexability and speed. Depending on the project, one may be more
<DIV></DIV>>important than the other.
<DIV></DIV>>
<DIV></DIV>> With depth of field I assume it could be toggled on or off, and thus is
<DIV></DIV>>would add flexability without hurting the render-times of images or animations
<DIV></DIV>>that don't use it. Besides, if it used the same perturbed images as
<DIV></DIV>>motion-blur, then it wouldn't effect the render-times any more than the
<DIV></DIV>>motion-blur itself would (in the case of Reyes based renderers, they use the
<DIV></DIV>>same perturbed samples for antialiasing, motion blur, and DoF, hence why they
<DIV></DIV>>are able to render such things with minimal impact on the render-times).
<DIV></DIV>>
<DIV></DIV>>--Nathan Vegdahl
<DIV></DIV>>
<DIV></DIV>>--- Ton Roosendaal <TON@BLENDER.ORG>wrote:
<DIV></DIV>> > Hi,
<DIV></DIV>> >
<DIV></DIV>> > a) is not true. there are many ways to achieve this effect with the
<DIV></DIV>> > current blender architecture
<DIV></DIV>> >
<DIV></DIV>> > b) completely depends at how you want to implement 'complex' or
<DIV></DIV>> > 'photorealistic'. You can do it by perturbing the camera 256 times, and
<DIV></DIV>> > accumulating the images. That works, but is slow.
<DIV></DIV>> > If you want to do it with ray-tracing, you'll have to write that first.
<DIV></DIV>> >
<DIV></DIV>> > In general, the quest for realism (or complex photorealism) was never a
<DIV></DIV>> > focus for Blender. Predictable and fast render times were, projects
<DIV></DIV>> > under control was, animation rendering was.
<DIV></DIV>> >
<DIV></DIV>> > But with the advance of computer technology & algorithms we shouldn't
<DIV></DIV>> > stop to improve our renderer. It has to be at least acceptable for
<DIV></DIV>> > animators! So where do you put the limit? Always a difficult topic...
<DIV></DIV>> >
<DIV></DIV>> > -Ton-
<DIV></DIV>> >
<DIV></DIV>> >
<DIV></DIV>> > > "The quest for 'real' D.o.F. is beyond what Blender offers now, or
<DIV></DIV>> > > what we should strive for."
<DIV></DIV>> > >
<DIV></DIV>> > > I was wondering if you meant
<DIV></DIV>> > >
<DIV></DIV>> > > a) that it is not wishable to try to implement depth of field at all
<DIV></DIV>> > > in Blender
<DIV></DIV>> > >
<DIV></DIV>> > > or
<DIV></DIV>> > >
<DIV></DIV>> > > b) it is not, in short terms, faisable and wishable to try to
<DIV></DIV>> > > implement COMPLEX, photorealistic depth of field in Blender
<DIV></DIV>> > >
<DIV></DIV>> > > thanks,
<DIV></DIV>> > >
<DIV></DIV>> > > uneboite
<DIV></DIV>> >
<DIV></DIV>> > >
<DIV></DIV>> > <IMAGE.TIFF>
<DIV></DIV>> > >
<DIV></DIV>> > > Add photos to your e-mail with MSN 8. Get 2 months FREE*.
<DIV></DIV>> > ------------------------------------------------------------------------
<DIV></DIV>> > --
<DIV></DIV>> > Ton Roosendaal Blender Foundation ton@blender.org
<DIV></DIV>> > http://www.blender.org
<DIV></DIV>> >
<DIV></DIV>> > _______________________________________________
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