Yes … this is what I am after. I tested your workflow, everything worked fine but it didn’t improve the look of my DoF.
I will describe my dilemma a bit further:
I am trying to achieve a correct depth blur in post. In the image below you can see the undesireable halo effect I get with every zBlur node I tested. Also the area where the frontmost blue sphere overlaps the yellow sphere is not correct.
[img]http://www.tomlippitsch.de/cgtalk/test_dof.jpg[/img]
[img]http://www.tomlippitsch.de/cgtalk/test_nodof.jpg[/img]
Then I heard about zCoverage files, which are supposed to correct those edge artifacts. In the “Common Controls” panel in the “Depth Blur” tool in Fusion there is a function called “Correct Edges”, which appears when you activate either on “Use Object” or “Use Material”.
As far as I know this option works perfectly with the .rpf format used by 3DSMax. But I am sure that there is a possibility to take advantage of this option with Maya.
But I don’t know how to composite all those passes in Fusion to make them work.
Since I have to activate the “Use Material” or “Use Object” before I can activate the “Correct Edges” option, I assume that I need some material or object ID information. I can render a label file in MR, which might be useful for that.
But as you can see … I am lost.
I just would love to have a 2D DoF which is actually useable.