Hi, thanks for the explanation.
So the question is now, will there be some improvement on the postprocessing pipeline to better handle depth of field on translucent materials in general?
Or is it something we can hope to get fixed at least for pathtracer?
I think unreal’s pathtracer is very attractive for archvis and maybe even product renderings however this issue can break rendering.
And this applies not only 4.27 but can be an issue for UE5 too and might force users to avoid using depth of field when glass objects are on screen.
I understand that this might be a non-issue or maybe a low priority for game development and one can argue that we can just setup scenes to avoid this problematic situation. But the more unreal advances the more these relatively small issues stand out.