Unfortunately my Aperture is 6.0 and swapping the focus to track a keyframed Actor instead did not fix the issue for me.
Simply increasing the aperture from 6 to 10 slightly helped. But increasing it further never got rid of the issue. I got to 200 before I gave up. My issue is at least broadly independent from aperture, or how the depth of field is animated.
Unfortunately, I’m still having the noise issue around the edges and in the pupils of the Metahuman. I tried this console variable with the preset I created with and without the other suggestions you made before around the cinematic settings. Tried the default render config just adding this console variable with no luck either. Also tried @aust917’s suggestion of unchecking the Alpha Output in the project settings, still having trouble with it.
@comlys That C-var solves the foreground DOF issue where the foreground would be sharp and the have proper depth further away from camera with a very pronounced edge.
However I am still getting some very strange halo, or border area, around animate object where it is sharp. This was something that was rendering fine in 5.4. Been trying different things but nothing seems to work.
I’m still seeing nasty discrepancies between my 5.4.4 project and 5.5.1 even with Alpha Output turned off. It fixes the issue with the wide area around an object not getting DOF, but there are still many other artifacts in the DOF I wasn’t seeing before.
Using 5.5.1 and running into the issue again. Problem is I need to hold out the environment for an Alpha so turning off the Alpha Output in the Project Settings isn’t much of a solution here. Checking to see if the team is seeing this. Our workaround is to render the still twice; once with Alpha Output checked and again with it off, then use the alpha render only for the mask. Not ideal. Thanks.