Translucency material on a plane not working with cinecamera with correct Depth of Field

Hi,

The issue that I am seeing is related to translucent material. I have stacked three translucent planes in front of the camera that I am dollying into to create a depth of field effect and to focus on the cube behind it. The issue is when I try to put opaque object behind the translucent object, the area of the opaque object that is inside the focus distance would become visible when should be a depth of field effect on the translucent object. I would like the blur effect to take place over seeing through the plane.

The following screenshot is showing the issue

[Image Removed]

if I hide the cube the blur effect comes back:

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I am wondering

  1. if this is because the dof effect doesnt take the plane depth into account during rendering?
  2. Or is it because of the focus distance is a bit too close for the opaque object and the translucent plane?
  3. Is there a more effective way to achieve similar look?

Projects Repo:

From the DOF project, there is a level and a level sequencer under “/Game/Developers/weizeng/Collections/DOF”.

Steps to Reproduce
Steps to reproduce:

  1. Create new level new level sequence
  2. Spawn a cinecamera into the level sequencer
  3. Translucency Material Creation:
    1. Blend mode -> Translucent
    2. Shading model -> Unlit
    3. Translucency Pass -> Before DOF
    4. Color Parameter -> Out Emissive Color
    5. Opacity Parameter -> Out Opacity
  4. Opaque Material Creation:
    1. Texture parameter -> Base Color
      1. Texture = UVEditorColorGrid_Color
    2. Roughness Parameter -> 0.5
  5. Camera Settings
    1. Aperture -> 1.2
    2. Focal Length -> 75mm
    3. Focus Method -> Tracking of the cube (foreground)
    4. Camera Movement: Dolly in while focusing the cube

After some digging, there is an option called “opacity mask clip value” in the translucent material that I can changed. Surface will not render when OpacityMask Less than OpacityMaskClipValue, so that means the plan need to have a greater opacity value than the opacity mask clip value in order to be consider to render out with depth?

Hi Sarma!

Thanks for replying, while I was trying to setup the user scene texture, there are some issues that I am noticing with a translucent plane with an unreal logo texture applied, I tried to focus on the cube so that some of the logo would also be in focus. What I seeing is a hard cutoff of the blur effect at the edge. Is this still the order of the rendering process that is causing this?

[Image Removed]

I also tried path tracing with camera setting PathTracingEnableReferenceDOF turn on, and that give mostly what I am looking for.

[Image Removed]Would there be a way to achieve this look with ray trace or lumen?

Scene setup:

[Image Removed] Thanks

Wei

Thanks for replying, Sarma.

Do you happen to have an example of this using custom object sorting for the unreal logo to be in focus while the opacity/translucent part being blur like the path tracing.

Cheers

Wei

Another question: Is there any way to control the focus cutoff range so it doesn’t show the popping from blur to focus of those logos. It should stay blur for those logo.

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