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.sobo...@gmail.com> wrote: > On Tue, Jun 28, 2011 at 1:08 AM, j.bak...@atmind.nl <j.bak...@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 > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers