Feature request - fake reflections while using DOF

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SSmolak
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Please add fake reflections to object properties/tag just like fake shadows that we have already. Using DOF ruins arch-viz renders because we have blurred reflections on buildings windows too. I know that this is physically inaccurate but very needed that reflections should be not affected by DOF.
Architectural Visualizations http://www.archviz-4d.studio
Tim_Twisted
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This would be a great addition. I'm always struggling with gradient highlights on product renders, and with this they would be sharp without having to position the light really close.
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SSmolak
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Right, that interesting, people doing product renderings always use strong DOF effect that blur reflections too.

We have option to disable motion blur from Object Tag. It would be great to make the same for DOF.
dof_tag.jpg
Architectural Visualizations http://www.archviz-4d.studio
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aoktar
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SSmolak wrote:Right, that interesting, people doing product renderings always use strong DOF effect that blur reflections too.

We have option to disable motion blur from Object Tag. It would be great to make the same for DOF.
dof_tag.jpg
It's a simple trick to do it with anim data exports. DOF is completely different thing and not possible in plugin. Even don't think that's possible in Octane, but Otoy guys may answer it better.
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SSmolak
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aoktar wrote: It's a simple trick to do it with anim data exports. DOF is completely different thing and not possible in plugin.
That's interesting. Do you mean that there is reflection AOV channel without DOF affected ?
Architectural Visualizations http://www.archviz-4d.studio
frankmci
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SSmolak wrote: That's interesting. Do you mean that there is reflection AOV channel without DOF affected ?
I think Ahmet means that the motion blur is easy to isolate via the existing animation data channels, since it explicitly uses that data to make the blurring calculations. DOF on the other hand, is a direct byproduct of the behavior of the light rays passing through a focal point in space. It's at the very heart of what the render kernel is doing. It's not just a Z-depth post effect. I think you would need to do two different renders and composite them with an objec/material/layer mask.
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