[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>&gt;From: Nathan Vegdahl <NATHAN_VEGDAHL@YAHOO.COM>
<DIV></DIV>&gt;Reply-To: bf-committers@blender.org 
<DIV></DIV>&gt;To: bf-committers@blender.org 
<DIV></DIV>&gt;Subject: Re: [Bf-committers] depth of field 
<DIV></DIV>&gt;Date: Mon, 21 Jul 2003 14:30:35 -0700 (PDT) 
<DIV></DIV>&gt; As far as I am concerned, when it comes to rendering, there are two main 
<DIV></DIV>&gt;goals: flexability and speed. Depending on the project, one may be more 
<DIV></DIV>&gt;important than the other. 
<DIV></DIV>&gt; With depth of field I assume it could be toggled on or off, and thus is 
<DIV></DIV>&gt;would add flexability without hurting the render-times of images or animations 
<DIV></DIV>&gt;that don't use it. Besides, if it used the same perturbed images as 
<DIV></DIV>&gt;motion-blur, then it wouldn't effect the render-times any more than the 
<DIV></DIV>&gt;motion-blur itself would (in the case of Reyes based renderers, they use the 
<DIV></DIV>&gt;same perturbed samples for antialiasing, motion blur, and DoF, hence why they 
<DIV></DIV>&gt;are able to render such things with minimal impact on the render-times). 
<DIV></DIV>&gt;--Nathan Vegdahl 
<DIV></DIV>&gt;--- Ton Roosendaal <TON@BLENDER.ORG>wrote: 
<DIV></DIV>&gt; &gt; Hi, 
<DIV></DIV>&gt; &gt; 
<DIV></DIV>&gt; &gt; a) is not true. there are many ways to achieve this effect with the 
<DIV></DIV>&gt; &gt; current blender architecture 
<DIV></DIV>&gt; &gt; 
<DIV></DIV>&gt; &gt; b) completely depends at how you want to implement 'complex' or 
<DIV></DIV>&gt; &gt; 'photorealistic'. You can do it by perturbing the camera 256 times, and 
<DIV></DIV>&gt; &gt; accumulating the images. That works, but is slow. 
<DIV></DIV>&gt; &gt; If you want to do it with ray-tracing, you'll have to write that first. 
<DIV></DIV>&gt; &gt; 
<DIV></DIV>&gt; &gt; In general, the quest for realism (or complex photorealism) was never a 
<DIV></DIV>&gt; &gt; focus for Blender. Predictable and fast render times were, projects 
<DIV></DIV>&gt; &gt; under control was, animation rendering was. 
<DIV></DIV>&gt; &gt; 
<DIV></DIV>&gt; &gt; But with the advance of computer technology &amp; algorithms we shouldn't 
<DIV></DIV>&gt; &gt; stop to improve our renderer. It has to be at least acceptable for 
<DIV></DIV>&gt; &gt; animators! So where do you put the limit? Always a difficult topic... 
<DIV></DIV>&gt; &gt; 
<DIV></DIV>&gt; &gt; -Ton- 
<DIV></DIV>&gt; &gt; 
<DIV></DIV>&gt; &gt; 
<DIV></DIV>&gt; &gt; &gt; "The quest for 'real' D.o.F. is beyond what Blender offers now,&nbsp; or 
<DIV></DIV>&gt; &gt; &gt; what we should strive for." 
<DIV></DIV>&gt; &gt; &gt; &nbsp; 
<DIV></DIV>&gt; &gt; &gt; I was wondering if you meant 
<DIV></DIV>&gt; &gt; &gt; &nbsp; 
<DIV></DIV>&gt; &gt; &gt; a)&nbsp;that it is not wishable to try to implement depth of field at all 
<DIV></DIV>&gt; &gt; &gt; in Blender 
<DIV></DIV>&gt; &gt; &gt; &nbsp; 
<DIV></DIV>&gt; &gt; &gt; or 
<DIV></DIV>&gt; &gt; &gt; &nbsp; 
<DIV></DIV>&gt; &gt; &gt; b) it is not, in short terms, faisable and wishable to try to 
<DIV></DIV>&gt; &gt; &gt; implement&nbsp;COMPLEX, photorealistic&nbsp;depth of field in Blender 
<DIV></DIV>&gt; &gt; &gt; &nbsp; 
<DIV></DIV>&gt; &gt; &gt; thanks, 
<DIV></DIV>&gt; &gt; &gt; &nbsp; 
<DIV></DIV>&gt; &gt; &gt; uneboite 
<DIV></DIV>&gt; &gt; 
<DIV></DIV>&gt; &gt; &gt; 
<DIV></DIV>&gt; &gt; <IMAGE.TIFF>
<DIV></DIV>&gt; &gt; &gt; 
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<DIV></DIV>&gt; &gt; ------------------------------------------------------------------------ 
<DIV></DIV>&gt; &gt; -- 
<DIV></DIV>&gt; &gt; Ton Roosendaal Blender Foundation ton@blender.org 
<DIV></DIV>&gt; &gt; http://www.blender.org 
<DIV></DIV>&gt; &gt; 
<DIV></DIV>&gt; &gt; _______________________________________________ 
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