[Bf-committers] DOF with skewed z-buffer
Ton Roosendaal
ton at blender.org
Fri May 12 14:42:28 CEST 2006
Hi,
> Well, I'm not thinking about anything that's a spot-on accurate
> representation of the real world physics, just an approximation of the
> effect. Currently in blender most of the depth-of-field is done in
> post by using the zbuffer to determin what parts of the picture get
> blurred and how much. It's not technically correct at all, but it's
> convincing enough to pass as a depth of field for animation work.
>
> My thinking was that if you could tilt the z axis used in calculating
> the zbuffer, the resulting depth of field simulation would have it's
> focus plan tilted as well.
The current renderer stores Z values as the actual (blender unit)
distance from the camera. Using the pixel (x,y) coordinate and this Z
value you can already do quite some tricks, also for 'tilted' blur
functions.
Best result you still get by separating a render in a couple of layers,
especially to render foreground and background separately. Blurrring
these layers each first, and then combining it gives quite satisfying
results.
-Ton-
>
> -Reuben
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Ton Roosendaal Blender Foundation ton at blender.org
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