I´m struggle to find the solution for this freak strange problem that came out when i do the rendering of the animation, I have some branchs in the foreground and i have DOF in the camera but when the camera is moving the foreground objects that are far from the behind glass get reflected or have ghost presence on the that glass behind!!
Here is the problem:
If someone already have this problem or know how to solve, I will apreciate the help
Try it and unfortunately don’t solve it! I also try translucency before DOF in the glass material and also not solve it! maybe exist a console command that can solve this if anyone know let me know
It’s a bit premature to announce this, since I don’t have time right now to start working on this, but I intend to build a DOF solution which will work mostly like the pathtracer but in Lumen. It will be slow and will work only for rendering but it will look correct in all scenarios. I think it will take me a few months.
And the most annoying and strange is that in the ue5 viewport all the animation is good as you can see in right side but in the render in the left side began do doing that strange effect in the behind glass refraction!
I try to change in the material setting the Refraction Method from “Index of Refraction” to “Pixel Normal Offset” and this solve that issue!!! but then the render quality is less realistic! something about the Index of Refraction is not working well with DOF!! any idea if exist a way to solve it?
This is because rastered IoR refraction is faked by sampling a pixel with some offset based on an approximation of snells law. In many cases, this will result in sampling a pixel that is in the foreground instead of the background.
In the case of flat glass panes like windows, you should probably just disable refraction entirely. This is because when light enters the front surface of the glass, it will refract - but it will only travel a short distance though the glass before exiting. Because the front and back surface of the glass are parallel, the refracted ray will be bent back to the same direction as the original ray and undistorts the image (although it technically shifts it by an amount depending on the thickness).
This is why you don’t really observe any noticable refraction when looking through a normal window, but you do when looking through a bottle or uneven glass.
Long story short, just turn refraction off for windows, it creates artifacts and reduces realism most of the time.
Based of you explanation i find a tweak but is not a solution! this way that effect dont appear! that is i edit the window glass istead to have as before a glass with depth i remove the back faces and let only a flat planes in the windows! it seems to work, is not the right way because if i want to do a interior shot i need to edit the geometry again and flip the faces!