[Bf-committers] Better approaches to Defocus?

Daniel Salazar - 3Developer.com zanqdo at gmail.com
Tue Jun 28 18:41:31 CEST 2011


glitches, it's all glitches! how i'd love some good dof and vblur nodes :)

Daniel Salazar
3Developer.com



On Tue, Jun 28, 2011 at 10:39 AM, Troy Sobotka <troy.sobotka at gmail.com> wrote:
> On Tue, Jun 28, 2011 at 1:08 AM, j.bakker at atmind.nl <j.bakker at atmind.nl> wrote:
>> The brushes I already have an idea (required for the compositor branch),
>> the luminosity/saturation is something I didn't had an idea about, but this
>> can't be that difficult.
> [..]
>> I currently don't see that many difference as in implementation between the
>> focus blur and blender's defocus.
>
> I'm not that concerned with the brushes, but more the way that
> Blender's defocus fails.
>
> It ends up with those sharp edges and other strangeness.
>
> The Focus Blur fails as well, but it seems a little closer to a
> graceful failure.
>
> Ben Simond's covers the exact optical failure at
> http://bensimonds.com/2011/06/01/depth-of-field-in-blender/
>
> When those foreground objects are isolated from the objects behind
> them, they defocus properly. It is only when the object is stacked
> against a deeper object that they fail with the ghosty halo look.
>
> Perhaps there is an optimized approach out there in research paper land?
>
> With respect,
> TJS
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