I don’t get any blurring without it and if I remove the AR module (which the post effect is part of) I get no blurring but if you render a multipass and look at the Depth channel it is affects by the Depth of Field camera settings
Are you using the editor camera or a camera object? Be aware of which one if you have a camera object in the scene.
-You can undo camera moves/view changes with cntrl-shift-z
– if you have a camera object in the scene and you don’t want to accidentally goof with it put a Protection tag on it
Ah, I see. Because the gradient is global the cards all fade at the same point in the camera view but you want them to fade based on distance from the card. So I tried Proximal and then Ambient Occlusion and Ambiente but wasn’t getting any results I liked so I tried faking it and got this.. https://homepage.mac.com/bdjones/.public/cardfade.zip
It uses two sets of “cards” one ‘normal’ and one with an alpha gradient material to fade out toward the top. The ‘normals’ have a Compositing Tag without Seen by Rays so they won’t cast a reflection but they do have Seen by Camera so we see them. The ‘faders’ have Seen by Rays so they _do_ cast a reflection (which fades since the object fades) and they have Seen by Camera turned off (not strictly necessary, I think, since they occupy the same space but I figured why not).
Alpha works as long as there is nothing behind the object you want “alpha’d”. If it’s just your object no background objects that’s not it. Otherwise it has to be to format which will hold an alpha, of course…