I’m trying to create an effect that blurs the screen more and more on the outside of a focal point the more I zoom in.
The best example I can give for what it is I’m trying to achieve is the effect that happens in the movie “Big Hero Six,” where the robot is zooming in on an island and everything on the screen is getting progressively blurry towards the outer edges of the screen while the center stays sharp.
I’ve looked at many tutorials for Depth of Field and Dynamic DoF from online, but they require a focus point object or depth object that it uses as a basis for blur. I just want to create a scalar variable that I use to force the screen to get blurred in the outer edges based on whether or not I decided to zoom the camera.
I thought about using a texture to alpha in as I zoom but it doesn’t look very good when I use it.
Anyone have any ideas on how to achieve what I’m trying to do?
Your original question was how to create the blur effect that keeps things sharp in the center and then blurs the outside.
We are now getting off topic and into how you would actually use this effect dynamically within your project. This question is a separate on and if people were to search for this information it would be buried in a wall of text that is not readily apparent to someone needing it.
What I would like for you to do is to open another ticket in the blueprint ticket with this issue and then link the ticket her so I can loop in the myself and the blueprint department.