age old question popping up again. I rendered out the scene in Maya2010 using OpenEXR with one of the channels containing a depth pass.
The scene is a little complicated as the camera pans around the subject matter, which means I can't break up the scene into layers and blur them seperately and will definitely need to use the zBlur function in Nuke.
Unfortunately, the areas where there is a strong change in depth seems to cause this artifact. Am I doing this wrong?
Would using a shader projection solve this issue?
Dof Pass (http://www.media-design.us/187/dof_pass.jpg)
Dof Result (http://www.media-design.us/187/dof_color.jpg)