I’m using a Cinematic Camera and can’t seem to solve this. I’ve tried everything but the edges won’t go away! It seems to be most apparent on foreground objects that are out of focus. Does anyone have a suggestion about how I could fix this?
It’s probably faster to get a response or solution to re-post this, and post it in the Rendering sub-forum. It’s showing as having 1 answer, which could imply to some that it’s solved.
Hi,
I found this tread and it is the only place I have found people with the same issue I’m facing. Does anybody know any solutions for it yet.
Thanks!!
Accidentally found a solution for this issue
Use console command: r.DOF.Kernel.MaxForegroundRadius 0.003.
0.003 is the value that works for me, the default one is 0.025. Just decrease it until you are satisfied with the result.
The solution might be to turn off the DOF render of the material shader, it makes the engine to render the translucent objects in another layer, so turning it of could solve the problem
I cannot change this option if the material is set on Blend Mode to Masked. My guess is that is a limit of the engine, really low Aperture for really close shots.
Sadly this is still the answer for me, just a limitation of the engine’s quality at extreme close up detail that begins clipping basically like any other 3D program. It’s either that or as somebody else said run DOF through a post-processes in dif program afterwards
Thanks! This works as a workaround, still wondering if there is another option to get higher quality DOF for close objects.
Its not a material issue, tried it with several different materials, including the most basic shader.
This command basically just tells the engine to not blur the foreground objects too much, which is what causes the artefacts.
I also noticed that the objects closer to the camera did not have proper DOF.
In real life, a cine lens focused, let’s say at 20m, would have the object that are closer to the camera in an out-of-focus/soft, much more than UE does, for both wide angle and tele lenses.