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1384 Chapter 15: Lights and Cameras
Previewing multi-pass depth of field in a shaded and a
wireframe viewport
Impor tant: This effect is for the defa ult scanline
renderer. The mental ray renderer (page 3–78) has its own
depth-of-field effect. See Depth of Field Parameter (mental
ray Renderer) (page 2–1383).
Tip:
To reduce the visible effect of multiple camera
passes, try sett ing the antialiasing filter to Blend,
withaWidthvalueintherange4.0to5.0,and
a Blend value in the neighborhood of 0.1. (You
choose the antialiasing filter and adjust its settings
in the Default Scanline Renderer rollout (page
3–38).) Also, try reducing the Dither Strength
value,intheeffectsPassBlendinggroup,tothe
neighborhood of 0.2.
Note: There is a lso a depth-of-field rendering effect
(page 3–269).
See also
Multi-Pass Motion Blur Parameters for Cameras
(page 2–1386)
Interfa ce
Note: The multi-pass depth-of-field parameters are
animatable.
Focal Depth group
Use Target Di sta nce—When on, uses the camera’s
target distance as the point about which to offset
the camer a for each pass. When off, uses the Focal
Depth value to offset the camera. Default=on.
Focal D epth When Use Target Distance is off,
sets t he depth from which the camera is offset.
Can range from 0.0 to 100.0, w here 0.0 is at the
camera’s location and 100.0 is in the extreme
distance (effect ively, infinity). D efault=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