HELP!! DoF Problem on Specular Surfaces

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Hello,

I am a fresh newbie in the world of Unreal Engine and I’d like to ask for your help for something!

If you take a look at the attached pics, the DoF effect on the glass window in the contour of the headrest (the focal point) is incorrectly rendered.

I’d like to know how to correct this problem.

https://forums.unrealengine.com/core/image/gif;base64

​I understand this happens because the DoF in unreal engine is a post processing effect.

Is there any way to ray trace the depth of field and have physically accurate effect?

Thanks!

The photos are really difficult to see what I’m looking at. Is it a car interior, and the focal point is the top side of the door (where window goes in)? or is the focal point part of a reflection in the window? I see that the material of the seat(s) is not reflected in the glass though. Is “Render After DOF” set in the glass material and the seat material?

yes, the focal point is on the headrest (Purple highlight) in the interior.

The blurry reflection on the “door” is the correct one. The reflection on the door in the purple patch should also be blurry, but it is not!

yes, it is on for both materials!

So the dof, or something else, formed an oval-shaped space (purple highlight) that looks like a hole in glass or plastic. It’s like a cutout in the dof. That’s so bizarre. What DOF settings were changed to create the overall effect, post process volume or camera? what are the settings?

That’s strange, no doubt, but sometimes, strange things happens with reflective surfaces or translucent ones. Try to go to that material and uncheck the option called something like “Render after DOF”.

Regards!