I am using the “tracking” method to track my actor, although the same thing happens when I set the DOF manually.
Things I tried without luck:
Rendered in 2K, tried 4K as well
Screen percentage 100 - 200
Using console variable r.DepthOfFieldQuality 4
Rendering with any kind of anti-aliasing (default TAA, 16 spatial, up to 64 temporal, combination between them, used FXAA, MSAA, TSR)
Increased the apperture to 2,8 (can’t go higher or the DOF effect will disappear)
I am out of ideas, any help would be greatly appreciated!
Hey there @Lamias13! I’ve usually seen this issue more commonly associated with smaller objects at close range, which is an engine limitation. However this doesn’t seem like the case with your render, as the model is a person.
This thread goes over some user’s workarounds for the issue, but I hadn’t seen a solid shift, besides mitigations. I hope this helps!
The op in the thread you redirected me to, had artifacts similar to mine, even though my object, as you said, is not small. Which is curious.
His solution helped a little, as you foresaw, but the issue is not yet fixed.
I abandoned Unreal 5.1 because it was still to early to migrate. I thought by Unreal 5.43 these tiny yet vital issues for good quality renders would have been fixed.
They keep adding so many features but still some fundamentals don’t seem to work well.
It’s a pity…
Considering the scale difference between this and the common issue variant, I’d like to believe we may be able to mitigate the issue a bit more. Is there any warmup time for these frames? Could an affect need some time to spin up causing the mask to be slightly offset? I know you mentioned adjusting the AA before I even recommended trying it, so you’ve already likely gone down this path.
Thanks for trying to help, I really appreciate it!
Yes, I used every anti-aliasing setting I found when I searched online.
I have warm up frames at 240. Just set it to 500 but no difference.
Although I noticed something: In the viewport, it looks correct only when the screen is small. When I go to full screen using F11, it’s noticeable there as well.
I think these types of scenarios, with objects close in front of camera will always lead to artefacts with 2d post process DOF.
I hope Epic will build a better solution for Lumen and MRQ rendering, but if not, I’m building a plugin which will be able to do a sort of 3d raytrace like DOF which will work with Lumen and every scenario, even glass and very close objects. Like in this pic.
The only problem is I can’t estimate when it will be done.
I have to make the plugin, because I also need it for my projects, so It’s probably gonna cost like 2 dollars.
As I said, it will work even with glass and transparent objects, and any kind of scenes. But it will not work in real-time, only for render.
I’m not sure if the bokeh or circle-of-confusion will be able to get this big with my solution (hopefully even bigger), but I did some concepts shots with the type of DOF which I think you cannot currently get with unreal and Lumen.