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.

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


and here is the setup

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!

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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

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Thanks for the update. That sounds like a better solution than the hacky workaround I made before. Hoping they fix that issue soon.

Any news on this?