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Author Topic: DoF in MMFwip3D in UF5  (Read 784 times)
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Madman
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« on: November 08, 2010, 08:27:18 PM »

Hi,

Looking at Dave's formula, there are 2 boxes named "Simulate DoF" and "DoF scale". I guess they can be used to create a Depth of Field effect, but whatever values I enter there, it doesn't lead to any DoF result. What am I doing wrong? In what range should the numerical values in these boxes be?

I hope someone can help me!
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David Makin
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« Reply #1 on: November 09, 2010, 02:15:07 PM »

Hi, the simulated DoF is just WIP and at this moment I've forgotten where I was up to - it's several months since I even opened UF, I'm currently using my new Mac mini and developing a fractal based iCandy program for the "i" devices.
Having said that I think I left the code for the DoF simulation such that it should actually work, it just doesn't actually simulate DoF very well at the moment, to see the effect it should give (assuming I did leave the code active) then look here:

<a href="http://www.youtube.com/v/-uJosDRUcsI&rel=1&fs=1&hd=1" target="_blank">http://www.youtube.com/v/-uJosDRUcsI&rel=1&fs=1&hd=1</a>

See the video comments etc. for info as to what needs to be done to make it work properly, when finished it could give a DoF method that can be used say in GPU code fragments.

When I next boot my old PC I'll check to see if I left the DoF code active or not and let you know....
« Last Edit: November 09, 2010, 02:17:13 PM by David Makin » Logged

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Madman
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« Reply #2 on: November 09, 2010, 10:34:08 PM »

Thanks David! My results show some similarity to your video, so I guess you left the code in smiley And now I know it wasn't just me doing things absolutely wrong!

Cheers,

Marco
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David Makin
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« Reply #3 on: July 23, 2012, 12:07:03 AM »

Just to add, for simulated DoF it needs to mix the surface results at different solid thresholds, the range of thresholds used based on the DoF required and distance from viewpoint - whereas in it's current form it's just changing one distance threshold based on distance from viewpoint.
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