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Activity Forums Maxon Cinema 4D Depth of Field blurs behind alpha chennels in Textures

  • Depth of Field blurs behind alpha chennels in Textures

    Posted by Aron Kantor on December 1, 2006 at 11:21 pm

    I am using depth of field rendering on a model which uses both geometry and textures with alpha channels. When a plane using a texture with an alpha channel is in the foreground, and thus blurred, C4D is blurring everything BEHIND the alpha channel as well, not just the visible sections of the texture.

    Any ideas of how I can fix this? I want the elements seen through the Alpha CHannels to be in focus…

    THANKS!
    Aron

    Nel Johnson replied 16 years, 11 months ago 5 Members · 4 Replies
  • 4 Replies
  • Mylenium

    December 2, 2006 at 9:52 am

    AFAIK know, this is a bug/ limitation in C4D (what little DOF I use, I usually do in post). Probably post-processing in PS or AE or whatever other tool is the only way to circumvent this.

    Mylenium

    [Pour Myl

  • Andy Stokes

    December 6, 2006 at 6:39 am

    You can use Zblur from 3d attack. It works with alpha’s.

    Also, there’s another one I haven’t tried myself called Blackstar enDOF that might help.

    Good luck.

  • Jason Agar

    October 13, 2008 at 8:15 pm

    You can always output as an RLA or RPF which contains 3D Channel information. If you’re using after effects you can post in a depth of field using a 3D Channel effects in the effects panel.

  • Nel Johnson

    June 3, 2009 at 8:29 am

    Just a quick addition to this post from me – I’ve been working with a similar C4D project in which I have planes of video content with alpha channel mattes.

    I’ve tried the RPA and RLA outputs, neither of these routes is able to circumvent the fact that alpha channels kill any depth data. Basically, the RLA and RPF files still contain a ‘hole’ in the Z-depth.

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