Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: Naxos on 2024-05-03, 15:28:10
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how to prevent DoF on backdrop picture ?
Hello there,
I would like to use DoF for my 3D, but not for the picture backdrop (put in the "direct override" in render params).
Problem is that the backdrop picture gets blurred. How to prevent that ?
I was especting some "CoronaToneMapping"-like node that would let us prevent the DoF blurr on background picture.
Thanks for help.
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I've requested that a looooong time ago as I've ran into it a few times. No solution yet, unfortunately.
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I think the best way to solve this on the part of the developers would be to make the enviro distance parameter (in the development/experimental stuff rollout) interact with DOF, then we could simply set it equal to the target distance of the camera and there would be no blur, but now unfortunately it won't work.
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I think the best way to solve this on the part of the developers would be to make the enviro distance parameter (in the development/experimental stuff rollout) interact with DOF, then we could simply set it equal to the target distance of the camera and there would be no blur, but now unfortunately it won't work.
I requested this like 10 years ago, devs said no.
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I think the best way to solve this on the part of the developers would be to make the enviro distance parameter (in the development/experimental stuff rollout) interact with DOF, then we could simply set it equal to the target distance of the camera and there would be no blur, but now unfortunately it won't work.
Ah that wouldn't work in many cases as for most use cases it would involve a 3d object rendered on another geometry with Shadowcatcher Mtl (some sort matte object), so no DOF on environment only wouldn't help much, at least in all the cases I would've needed such an option.
Generally, we would need an option to exclude from DOF:
- environment (any pixel that ends up in infinity/env with no alpha)
- background (any pixel that ends up in infinity/background with no alpha)
- objects that act as a matte with Shadow Catcher Mtl (any pixel that ends up on a matte geometry), best optionally per Shadow Catcher Mtl
This has some challenging implications with regards to reflections/refractions and object/alpha blending but I'd take any rudimentary approach over having no option at all anytime.
I'd love for development to take 1-2 cycles trying to solve these little quality of life requests (there are lots more) but I guess everyone has their own set of annoyances they would like to see solved.
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Hi,
We have this already logged in our system, but this feature is currently not planned anytime soon but if this changes, we will let you know.