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Multi-Pass Depth of Field Parameters for Cameras 1229
Inter face
Note: The multi-pass depth-of-field parame ters are
animatable.
Focal Depth group
Use Ta rget Distance—When on, uses the camera’s
target distance as the point about which to offset
the camera for each pass. When off, uses the Focal
Depth value to offset the camera. Defau lt=on.
Focal DepthWhen U se Target Distance is off,
sets the depth from which the camera is offset.
Can range from 0.0 to 100.0, where 0.0 is at the
camera’s location and 100.0 is in the extreme
distance (effectively, infinity). Default=100.0.
Low values of the Focal Depth give wildly blurry
results. High Focal Depth values blur the distant
portions of the scene. In general, using Focal
Depth instead of the camera’s Target Distance
tends to blur the entire scene.
Sampling group
Display Pas ses—When on, the rendered frame
w i ndow displays the multiple rendering passes.
When off, the frame window displays only the final
result. Thiscontrolhasnoeffectonpreviewing
depth of field in camera viewports. Default=on.
Use Or igina l Loca tion—When on, the first
renderingpassisinthecamerasoriginallocation.
When off, the first rendering pass is offset l ike all
subsequent passes. Defau lt=on.
Total PassesThe number of passes used to
generate the effect. Increasing this value can
increase the effect’s accuracy, but at a cost of
rendering time. Default=12.
Sample R adiusTheradiusbywhichthescene
is shifted to generate blurriness. Increasing this
value increases the overall blurri ness of the effect.
Decreasing it reduces the blurriness. D efault=1.0.
Sample B ias—Weights the blurring toward or away
from the Sample Radius. Increasing this value
increases the magnitude of depth-of-field blurring,
giving a more even effect. Decreasing it decreases
the magnitude, g iving a more random effect. C an
range from 0.0 to 1.0. D efault=0.5.
Pass Blending group
The multiple depth-of-field passes are blended by
dithering, which you can control by the parameters
in this group.
These controls apply only to renderings of the
depth-of-field effect, not to previews in viewports.
Nor mali ze Weights—Passes are blended with
random weighting to avoid artifac ts such as
streaking. When Normalize Weights is on, the
weights are norma lized, giving a smoother result.