XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : DOF causing wrong refraction

01-07-2007, 12:17 AM
I have some problems with depth of field. After enabling it I'm getting this weird image:

http://img530.imageshack.us/img530/3305/eyeva9.th.jpg (http://img530.imageshack.us/my.php?image=eyeva9.jpg)

Thats how it should look like, but without DOF:

http://img482.imageshack.us/img482/4605/eyebugoo9.th.jpg (http://img482.imageshack.us/my.php?image=eyebugoo9.jpg)

I'm basically using a simple camera with DOF enabled. Alternatively I could disable DOF in the camera settings and just load the Mental Ray Physical DOF as a lens shader, but the result is the same. There are two spot lights and image based lighting with final gather is enabled and set to texture with a gray color.

01-07-2007, 01:01 AM
I've run into the same bug in Mental Ray.

Here's a comparison image of another scene:

I'm not aware of any way to fix that bug. In terms of work-arounds to try, I wonder if some kind of baking could be done, maybe baking the refraction into texture maps before you render with DOF?


01-07-2007, 10:12 PM
Thanks for your reply Jeremy. I don't think baking the texture is an option because I wanted to animate the eye and the camera, that'd be too complicated for that quick shot.

Good to know that this is a bug, does it come up with every refraction in combination with dof?

01-08-2007, 01:13 AM
Certainly it seems to come up when refraction is determining the transparency of a surface. You could call Mental Images about specifics for the bug. Maybe you could render the whole sequences without DOF, then apply the results in camera (perspective) projection onto surface shaders, and render again with DOF?


CGTalk Moderation
01-08-2007, 01:13 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.