^ Yes! Thanks lin!
More specifically, I want this for the type of scene(s) where you rotate WebGL (three.js in this case) camera around mesh (product etc) that is floating in front of you at center, and Spherical or CameraCube (bg) rotates with your
orbit around mesh. I just did some tests with Lens Blur DOF'd spherical map in my scene... and it is effing wicked!
I sure wish I could accomplish this in Octane, because obviously it is way more efficient, and the results would be better than lens blur, for sure. So yeah, here is one example of a need for DOF in spherical camera.
But regardless, are we not entering an era of VR movies and shite like that?... I have yet to even put on some VR goggles, but I was under the impression that folks will soon have the ability to watch all kinds of crap in VR... Wouldn't this require the full spectrum of camera controls for content creators?
I do understand lenses (a little), and it is my understanding that wide angle typically have little or no DOF. And I can see how one would
initially think: "hey, this spherical camera is as wide-angle as humanly possible... can't have DOF here...", but in the context of the much narrower FOV
inside VR or WebGL scenes, this is no longer a wide-angle image... right?
I'd really love to get some wing men here. Guys, if nothing else but for the specific reason of spherical bg renders for product showcases and whatnot, would you not at least like to have the freakin'
option to render DOF in spherical camera? Who's with me?