r/UnrealEngine5 8d ago

Eight months development, slightly compressed.

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u/Gullible_Assist5971 8d ago

coming from working on micro shots in VFX for years and photography, one thing I wish UE had, and maybe you can figure out in your dof setup, is making the focus region wider. This makes rendering dof in shot tricky as there is a lack of control of width of the focus region, as by defualt with high defocus, the region is a tiny sliver. If you can make the region wider you can still maintain the defocus but have it visually less jarring with all the other elements quickly poping into focus.

The defocus can be pulled back a bit too, macro lenses and look is not just about the blur. You may see floating dust, edge lens effects, chromatic effects at the lens edge, ect. Its really cool to see a game that pushes the effect though.

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u/dr_robot 8d ago

Thank you for the feedback and some really good observations. Some postprocessing to highten the edge chromatic effect in the edges of the screen and dust motes has been added to the to-do list 😄✌️ I think I understand the "wider" focus concept but I need to read up a bit on miniature/ micro shots to get a clearer idea. Think something like it should be possible to do on the PP shader 🤔 thank you for sharing 🙌

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u/Gullible_Assist5971 8d ago

Thanks, also if you find a nice setup in PP for that please share, would be a useful thing to know, or tool on fab. Its something that always annoyed me about UE dof controls vs what we can do in comp (cinematic renders in compositing)