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    [RENDERING] Please re-enable Gaussian DOF for PC.

    I understand that CircleDOF is super-fancy and has all the bells and whistles - and I appreciatte that, but CircleDOF can't do blending or summation between different post-process volumes. Gaussian Blur can, quite easily. I don't understand why this feature has been locked off to mobile renderers only. Pretty please, re-enable it for PC?

    The relentless persuit of realism is starting to become a hindrance. I understand the need to move forward, and I understand that backwards compatibility is not always possible - but if a new feature is not at least up-to-par with an old feature, the old feature should not be completely deprecated until such time as it is. For example, Sequencer far exceeded Matinee's capabilities - and Matinee wasn't removed until Sequencer was production ready and had feature-parity with Matinee.

    Something as complex as the renderer shouldn't be any differnet IMO. It's beyond the capabilities of most users to modify the renderer as it is - locking sections of it away on platforms where it has previously been available makes no sense.

    I won't get my hopes up.. I've had a thread about the 4.14->4.15 tonemapper changes going on for over two years and it's still not really possible to have saturated bloom. If CircleDOF can't properly blend between volumes, then keeping Gaussian Blur around until it does would be idealio (Y)

    #2
    Originally posted by TheJamsh View Post
    I understand that CircleDOF is super-fancy and has all the bells and whistles - and I appreciatte that, but CircleDOF can't do blending or summation between different post-process volumes. Gaussian Blur can, quite easily. I don't understand why this feature has been locked off to mobile renderers only. Pretty please, re-enable it for PC?

    The relentless persuit of realism is starting to become a hindrance. I understand the need to move forward, and I understand that backwards compatibility is not always possible - but if a new feature is not at least up-to-par with an old feature, the old feature should not be completely deprecated until such time as it is. For example, Sequencer far exceeded Matinee's capabilities - and Matinee wasn't removed until Sequencer was production ready and had feature-parity with Matinee.

    Something as complex as the renderer shouldn't be any differnet IMO. It's beyond the capabilities of most users to modify the renderer as it is - locking sections of it away on platforms where it has previously been available makes no sense.
    +1, I was puzzled to see the gaussian dof and the old bokeh dof were removed in this version

    Originally posted by TheJamsh View Post
    I won't get my hopes up.. I've had a thread about the 4.14->4.15 tonemapper changes going on for over two years and it's still not really possible to have saturated bloom. If CircleDOF can't properly blend between volumes, then keeping Gaussian Blur around until it does would be idealio (Y)
    check the thread again. in theory it's possible with the method I posted, but the EyeAdaptation node is broken so everything is dark :/
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    Developer of Elium - Prison Escape
    Local Image-Based Lighting for UE4

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      #3
      Bump. This is still infuriating.

      CircleDOF still doesn't sum/blend correctly between settings and different PP volumes in 4.24 - and unlike Gaussian you can't layer up DOF effects.
      Last edited by TheJamsh; 01-06-2020, 08:07 AM.

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        #4
        I too hate this change.

        Guassian is very good and simple to use and you havent replaced it with any better yet...
        We need the gaussian toolset in ue4 and i would love if more blur techniques get implemented into ue4.

        Bring guassian back please.

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          #5
          I do not necessarily need Gaussian DOF, but i strongly agree with the sentiment that removing working features is not a good idea (to put it mildly).
          It took me while to get over tonemapper issue, now i am "enjoying" new and "improved" collections system where i need to click button to switch between collections and folders for no good reason. "No good reason" is what comes to my mind when i read or experience situations like this. I really hope Epic reconsiders their approach in handling existing features.

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            #6
            Epic seems to be painting themselves into a corner. A comfortable Hollywood-cushioned corner, but still.

            (Meanwhile Unity is out in the streets tagging all the walls they can find.)

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              #7
              Originally posted by Harcarik View Post
              now i am "enjoying" new and "improved" collections system where i need to click button to switch between collections and folders for no good reason. "No good reason" is what comes to my mind ...
              I don't know about good reasons, but I can tell a bad reason:

              Unreal developers have to build these tools using Slate UI...
              And writing slate code + making it work on the editor is hard work.
              It's so much weird stuff so that, in there, even VisualAssistX code analysis tool often give up and stops working for "no good reason".
              | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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                #8
                Actually separate tab for collections in Content Browser is super convenient if you dock browser tab under viewport. This leaves your very little space for the folder list and it's totally unusable if you'd enable Collections sections. I noticed that people working on levels use to dock Content Browser this way. I do it myself.

                The change they did in 4.24 is awesome for this reason, it's very convenient. Especially if your team decides to create hundreds of folders, directly in /Content. Or you have a lot of collections. The more content, the better this feature is

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                  #9
                  Sure, there are probably cases when this new system is more preferable, but not always. This is basically swapping one use scenario for another.
                  Perhaps option to put collections to new column would solve that. In the current form, it is too cumbersome to use if you constantly switching between folders and collections.

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                    #10
                    Totally agree.
                    Removing Gaussian DOF ruins my "tilt shift effect", and now I just have no idea how to do that again...

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                      #11
                      Just to add to it, it causes pain for our studio too.
                      Game Programmer at Zen Studios and founder of Rapax Softworks
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                        #12
                        The post processing chain, including DOF, has been completely converted to our RDG framework that make GPU programming significantly simpler. For more information on the RDG framework, see the documentation and our crash course.

                        If you want to blur by post process volume(s), the recommendation is to use the depth blur that also in the end use DOF's algorithm, but isn't the lens blur model. You can use it to control a blurring radius and depth fade off. This one will also interpolate well between post process volumes!

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                          #13
                          Originally posted by VictorLerp View Post
                          The post processing chain, including DOF, has been completely converted to our RDG framework that make GPU programming significantly simpler. For more information on the RDG framework, see the documentation and our crash course.

                          If you want to blur by post process volume(s), the recommendation is to use the depth blur that also in the end use DOF's algorithm, but isn't the lens blur model. You can use it to control a blurring radius and depth fade off. This one will also interpolate well between post process volumes!
                          Can you give us a bit more information on how to get started on this?

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                            #14
                            Need it back too...

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