I was just wondering and thought why not ask^^ Are there any plans from your side to rework the post processing features to be more “nextgen” and tie it up to a more physically based camera?
For example, I have never really liked the way DOF works in Unreal. Its unintuitive to tweak, it regularly looks weird and its quite…difficult to really tweak^^
When I read the document for Frostbite going PBR, I really liked the fact that they were going for a physically based camera with shutter settings etc. So you get DOF automatically based on the camera settings. FoxEngine does it like that as well. I would really prefer those system working together.
Also, about the other post process stuff. I think it lacks features in general, but also the options to tweak it properly. You cant chose glare types or edit the lens flares, you cant blur the bloom in different directions to get anamorphic effects, there is no tilt shifting or camera lens offsets and the fringe also doesnt look that good. Besides that, you cant really customize the fringe (basically how the color channels are split and offsetted).
I would love to know what you guys have in mind for things like that!
PS: Really like the effects that for example YEBIS3 does http://www.siliconstudio.co.jp/middleware/yebis/en/ (sadly it doesnt show soo much about the features…but here is a link that explaines a bit more: http://www.siliconstudio.co.jp/middleware/yebis/en/features/3_new/) This is actually a very good example of what I would like to see