Hey !
I'm having a problem with DoF and translucent material in the UDK (with DX11).
It seems that translucent materials can't be blurred the right way. I explain with an image :
As you can see, when I'm using an opaque material, the object is blurred because out of focus (exactly what I want), but as soon as the material is translucent .... the dof is acting on it exactly like on what's behind the translucent object
(it's working on the right side of the translucent pannel because the wall behind is blurred as well).
I tried using the Allow translucency DoF in the material editor but it changes nothing
Any clue on what I'm doing wrong ? (if there's a way of doing it
)
Thanks in advance !
Replies
But when this material is set to additive or translucent, this part become sharp because what's behind is neat.
what UDK Build? im working on August ATM
the "Allow Translucency DOF" option actually had no effect DOF effected it with it on and off. it must be a issue with your UDK build.
I think it's blurred because what's behind, is blurred as well.
Just try to put it really close to the camera and try having it neat and the background blurred, or having the background neat and the plane blurred.
By the way, I'm using the august build as well and thanks for taking time to test it
If you're doing this for a game, probably not worth the time to fix it. If you're doing this for a cutscene, try making a seperate blur controller for the material and animate it's strength in matinee (using Material Params Track). If you're doing this for an offline rendering, render it in passes
maybe try simplify the post-process set-up to just include the DOF.
here is a other shot of my translucent plane half blurred half not.
also dont know if it makes a difference but im using a older card so i only got dx9.
EDIT: NVM what e-freak said.
if you look at my last shot parts of the translucent material that are in focused also have the contents behind them infocus too which shouldn't be.
I think I gonna go for your second method (animating the blur on the material)
@passerby : On your screenshot what I see is your translucent plane going from neat to blurred ... which is wrong because it's all on the same plane; so it shloud be all neat.
But the top part of your plane is blurred because all the objects behind this top part are blurred as well
"Use Lit Translucency Post Render Depth Pass "
Specifically says in the tooltip its for making sure DOF and such renders correctly on translucent objects like hair.