View Full Version : Placing a post process volume around the player/camera for auto-focus depth of field?
03-19-2012, 08:30 PM
Hello. Id like to know how to achieve this. I my goal is to create a depth of field effect that focuses where the camera is pointing. I know others have implemented this effect (maybe there's a better way?)
I tried to create a material effect to accomplish this with little success, though I have read about others creating an auto-focus dof effect without using scripting or kismet. Can anybody point me in the right direction?
Any insight AT ALL would be GREATLY appreciated. Thanks in advanced!
03-19-2012, 09:38 PM
Hm I can't see how this is possible without the slightest of kismet scripting at least.
Though my idea would be to look into the world post and/or post-volume effect and play with the focus_distance settings.
03-19-2012, 10:35 PM
Thanks allot for the reply. Any advice on how to do this in kismet?
My problem is that I want a dynamic dof effect that changes based on the direction that the player is looking, as opposed to the default post process dof which only blurs out objects in the distance, regardless of camera angle. Thanks again!
03-20-2012, 09:30 AM
I answered you already in my thread, but here you ask a slightly different thing.
If you want to create a complete custom DOF you have to create a MaterialPostProcessEffect and use the scene depth node as a mask. the rest has to be done in unrealscript and cameratraces to get the distance from the camera to the actor the crosshair is hovering over/aiming at.. I posted the rest you should know about that in my thread.
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