I was playing around just now and ran across a major bug with the DOF. Take a look at these two shots. The shot called "Blurry Ledge" has the focus in the background yet the reflections in the window are wrong. Those windows should be equally blurry. The inverse (In Focus Ledge) is wrong too. The reflections in that one are blurry yet the glass is in focus. So the reflections should be sharp too.
This really needs to get looked into.
Any thoughts?
Thanks! Still loving the Octane.
Alec
Bug Report - DOF
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Alec Syme
http://www.fuseanimation.com
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hm, but that's like it actually works? the light rays travel through the mirror into the camera, so the object in focus will stay focused, even if the mirror is closer to the camera, at least if the distance object -> mirror -> camera is not very different from object -> camera...
„The obvious is that which is never seen until someone expresses it simply ‟
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note: this might only look more extreme, thus a little distracting in a rendered image, using flat mirrors of course, since they are _perfectly_ flat, what you will never find in real world...
„The obvious is that which is never seen until someone expresses it simply ‟
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Ah, I'm not buying it. In the in focus example the camera has the ledge and nearby elements in focus. Including the glass. The Octane render is blurring the reflection. Why? The blur in the background is happening in the camera. Not the environment. So the camera should have crisp reflections. Right?t_3 wrote:hm, but that's like it actually works? the light rays travel through the mirror into the camera, so the object in focus will stay focused, even if the mirror is closer to the camera, at least if the distance object -> mirror -> camera is not very different from object -> camera...
It's as though the info getting to Octane's camera is post blur. Can someone explain why I'm wrong here? I would love it if I were dumb and Octane is right.
Thanks!
Alec
Alec Syme
http://www.fuseanimation.com
-Gigabyte X79-UP4 - Intel i7 3930 3.4 - Windows 8.1 Pro 64bit - EVGA TITAN X7 - 32 Gigs Corsair 1600 4 channel RAM -
http://www.fuseanimation.com
-Gigabyte X79-UP4 - Intel i7 3930 3.4 - Windows 8.1 Pro 64bit - EVGA TITAN X7 - 32 Gigs Corsair 1600 4 channel RAM -
Nope, you got it wrong and t_3 got it right. Try it out with a cameraASyme1 wrote:I was playing around just now and ran across a major bug with the DOF. Take a look at these two shots. The shot called "Blurry Ledge" has the focus in the background yet the reflections in the window are wrong. Those windows should be equally blurry. The inverse (In Focus Ledge) is wrong too. The reflections in that one are blurry yet the glass is in focus. So the reflections should be sharp too.
This really needs to get looked into.
Any thoughts?
Thanks! Still loving the Octane.
Alec

If Octane would calculate DOF in post it would be as you said, i.e. reflections on nearby objects would have the same "blurriness" as the reflecting object. Since we don't do it in post but via ray-tracing it's behaving correctly.
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
The correct way to think of a mirror is like it is a window into a new world that is equal to the "real world", just flipped. So the rays will travel through the "window" and find focus spots inside the new world. The focus spots inside the new world will be at the exact same travel distance as in the real world. Please look the following examples i just too with my camera:
Scene:

Camera in front of mirror:

Mirros is blurred, reflection is not.
Scene:

Camera in front of mirror:

Mirros is blurred, reflection is not.
and it should be noted, that this is one (of manyabstrax wrote:If Octane would calculate DOF in post it would be as you said, i.e. reflections on nearby objects would have the same "blurriness" as the reflecting object. Since we don't do it in post but via ray-tracing it's behaving correctly.
Cheers,
Marcus

now we'd only need some bokeh - if this is possible at all

@nagboy: great example!
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
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1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
abstrax wrote:Nope, you got it wrong and t_3 got it right. Try it out with a cameraASyme1 wrote:I was playing around just now and ran across a major bug with the DOF. Take a look at these two shots. The shot called "Blurry Ledge" has the focus in the background yet the reflections in the window are wrong. Those windows should be equally blurry. The inverse (In Focus Ledge) is wrong too. The reflections in that one are blurry yet the glass is in focus. So the reflections should be sharp too.
This really needs to get looked into.
Any thoughts?
Thanks! Still loving the Octane.
AlecFor example: Take a photo of yourself in a mirror. If you are in focus, the mirror is not and if the mirror is in focus, you won't be.
If Octane would calculate DOF in post it would be as you said, i.e. reflections on nearby objects would have the same "blurriness" as the reflecting object. Since we don't do it in post but via ray-tracing it's behaving correctly.
Cheers,
Marcus
Well, I'm very happy to be wrong on this one. It's way easier for me to be wrong than fix some major code. Thanks for all the explanations on this. I've got to do some reading on this. Still isn't making sense to me.
Thanks all!
Alec
Alec Syme
http://www.fuseanimation.com
-Gigabyte X79-UP4 - Intel i7 3930 3.4 - Windows 8.1 Pro 64bit - EVGA TITAN X7 - 32 Gigs Corsair 1600 4 channel RAM -
http://www.fuseanimation.com
-Gigabyte X79-UP4 - Intel i7 3930 3.4 - Windows 8.1 Pro 64bit - EVGA TITAN X7 - 32 Gigs Corsair 1600 4 channel RAM -