View Full Version : Is this a typical DOF issue and isit in my 3d or compositing app?

04 April 2010, 10:40 AM
Okay guys,

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 (

Dof Result (

Thank you. =)

04 April 2010, 01:42 AM
I'm not familiar witр nuke, but maybe it's not adjusted well? Why does it look like a mask pass? :cool:

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04 April 2010, 01:42 AM
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