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.
Did you make this plugin and if so where can I purchase it? We are having lots of issues with the depth of field in UE and rendering the depth pass to Nuke still getting issues around edges. Would be great to know if you managed to create the plugin that fixed the above.
I’m working on making two plugins both having to do with blur.
First it’s the DOF bokeh one and second is a plugin for area shadows, because I felt we also don’t have a good solution for area shadows. Or maybe I should say we didn’t had, but now I noticed the raytraced shadows are working better and they seem to work with vegetation and translucency, while they were having problems before.
MegaLights is also a solution but they have some minor artefacts and they don’t work with direct lights (so far).
And raytraced I read recently could also have some problems, like long distance and it’s also possible raytraced shadows don’t work with vegetation animation ?
I’m not sure how much hours should I dedicate to this Bokeh plugin, it could be the case that by the time I finish, Epic team will already have a similar solution.
But so far I’m still working on this here and there, and I will post if I’ll have some news or demo pictures.
For both of my plugins they should work similar to a path traced or raytraced solution, so will work with all difficult cases, like glass, water, transparency and so on, and will work even with Lumen and Virtual Shadows, so you will not need to change your workflows. The plugins will only work with offline render, so MRQ, MRG, they will not be for gaming.