Example: http://i177.photobucket.com/albums/w240/jonstoner/iw3mp2007-11-2319-40-52-57.jpg (big image!) How is that done? Am I guessing right that there is a weapon specific mask texture with a blur shader that gets only activated when switching to the irosights? Or is that some fancy engine coding work?
Ahh thanks for the opinions. A mask texture seems like a quick and easy way to do it without having to fiddle with all that engine specific stuff. On a related note: I am currently trying to implement a similar effect with GLSL in the Sauerbraten engine and I can currently think of three ways to implement it in theory: 1.…
They wrote an article in GPU Gems 3 about DOF. They set the near/far blur ranges independently for the POV guns separately from the world. I'd say the reason the hand is in focus because it's about the same distance from the eye as the iron sight are. The world has it's own DOF settings: if they didn't the near stuff would…
I pretty much think the gun blur is just a blurred texture mask, like suggested before. the scene itself gets a realtime DOF effect, using depth for blur strength. The inconsistency of the "hand", as vassago said, supports his theory.
General setup for blur is having an area of focus which doesn't have to begin where the camera is. You can set a starting and ending distance for where things are not blurred.
This isn't using a standard distance setting though. The hand is in focus on the left, while the gun at the same distance is blurry. It's very inconsistent. My guess is that they're using a mask of some sort. Or a full screen shader that samples zbuffer and guesstimates the depth? I dunno.. The object in front of the…
not that I know anything on the subject so this is just a guess- I think they can control it via distance from the player's position. I think i've seen close up grass blurred too when crawling through it