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Activity Forums Maxon Cinema 4D DOF through an object

  • DOF through an object

    Posted by Craig Whitaker on March 24, 2010 at 2:56 am

    Hello everyone,

    I have an animation where a camera is pointed directly into the air, straight up in Y….there are mograph cubes falling down “onto” the lens of the camera….there is a plane with a transparent material directly above the camera to catch the cubes. Is there a way to render a depth pass so I can apply DOF in post or a way that I can use the built in DOF inside C4D? Thank you!
    -Craig

    Adam Trachtenberg replied 16 years, 5 months ago 3 Members · 2 Replies
  • 2 Replies
  • Randy Johnson

    March 24, 2010 at 8:37 pm

    Adam made this tutorial that should help.
    https://www.3danvil.com/tutorials/DOF_Effect/DOF_Effect.html

    /randy

  • Adam Trachtenberg

    March 25, 2010 at 3:06 am

    Unfortunately the built-in depth and dof do not work with transparent objects, but here is a workaround courtesy of Simon Wicker:

    “apply a 100% white material to all your objects (and switch out any colour in objects with alpha maps to 100% white but leave the alpha channels unchanged), add in an omni light and make the light a child of your render camera. zero out the position and rotation values so it is centered on your render camera. set the omni light to no shadows, click the ambient illumination check box and then adjust the fall-off using the light fall-off parameters (use linear fall-off). render. because this method makes most sense when you are using alpha maps you will have to use best AA to avoid jagged edges on your alpha maps.

    –Simon Wicker

    P.S. Shademaster says no AA for depth pass”

    And another version of the same tip from Randy:

    “Place an Omni light at the camera position. Check Ambient Illumination and uncheck Diffuse and Specular. Turn off shadows and all other lights. Set the Falloff to Linear and the distance to the farthest thing away you want depth defined at 100% at. You can pull out the control handle on the light in the viewport interactively. Turn off all textures and render. To get depth maps where the foreground blurs just move the Omni Light to the center of focus and adjust the falloff. You can also play with Inverse Square and other falloffs to get more focused or different falloffs on the depth map. Whether they have any correlation to real lenses I am not sure..

    HTH
    Randy”

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