On 10/23/2010 12:49 PM, Lars Krueger wrote: >> Hi Lars, >> >> I have read the document, but it is really into using defocus in games. >> Perhaps a feature request for BGE :). They do some tricks that will > Where is the problem with having an algo from a game in the Blender renderer? > It only means they thought about getting it fast enough for real-time. I fail > to see what is bad with fast code in the Blender renderer. If you're worried > about having CUDA in the renderer, I guess there isn't much to it to rewrite > it in plain C. Won't be real-time anymore, though. > Hi Lars, I have no problem in using game algorithms in the compositor. But there is a difference between the requirements of a game-engine and render-engine. Most of them are trade-off between speed and realism.
The "Area of influence" in animation film situations can be very large. The blur is not always regular (type of blur). and the blur-method have hard edges. see Sintel (8:08-8:11). Due to these camera realism the current defocus node can take a very long time to calculate. I do think that some parts can be calculated faster, but the end result should always be the same. Jeroen. _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers