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Ray Traced Translucency not rendering correct DOF

I’ve tried switching “Mobile Separate Translucency” and “Unchecked Render After DOF” But for some reason I can’t get my glass materials to appear at the right depth when using DOF in camera. They’re always out of focus unless I focus on the background which doesn’t make sense.

All 3 spheres in this image are at the same depth position, the first image focus is set to the spheres.

focus-to-spheres.png

the second image the focus is set to the background cubes.

focus-to-cubes.png
and here is the setup

setup.png

Anyone have any ideas on how to fix this? I’ve tried Raster Translucency as a workaround but the noise was unusable.

(noise in Raster)

noise.png

Thanks!

Hey there, I have similar issue to yours when using ray-traced glass, also opened a thread, but it doesn’t look like it’s a very popular theme :slight_smile: Was wondering if you managed to find a way around this in your scene?

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Did anyone find a solution?

Going by some bug reports, this problem is still unresolved, and will get a fix in UE5 :confused:

https://issues.unrealengine.com/issue/UE-100877

But in the meantime, there seems to be a somewhat working solution, that gives some dof, but not the perfect one. But it may be better than nothing:

https://www.motr.net/post/ue4-raytracing-part-2-refractions-and-depthoffield