A technique to create a depth of field effect in the OpenGL Renderer.
cfirwin3 writes:
This is a wild and crazy solution for creating a Z-Pass for instantaneous atmosphere and depth of field effects for OpenGL render. The tutorial explores the concept of using point lights as a depth gage and compositing several scenes in the video sequence editor to create fast rendering optical effects.
The tutorial can be viewed here:
6 Comments
I just wish there was a good way to do DOF in the BGE. If there was, I'd probably be using that more than I do ...
It wasn't perfect, but I do remember demonstrations (and even one prince of rather impressive Prince of Persia style game demo) that were doing this in the BGE years ago. From memory they were running things through the compositor using zdepth or some such malarkey. Do search on BA and I'm sure you'll find it.
Once we have better options for shaders (ie downsampling) it should be much better for all shaders (like DOF), thats pretty much what we're hoping for in the near future (I believe), and it more than likely wont be an option until the new rendering updates (harmony phase 2-3) are closer to completion.
I shudder when I remember how difficult it was to create believeable DOF in Blender only a while ago (I know this is supposed to be a quick and dirty solution, but the image is a perfect illustration of one of the dear old problems with the postpo approach).
I love this guy...more tutorials anytime please!
Excellent tutorial!