About depth of field intensity

 

hello,It is only valid between 0 and 2?

How to improve the virtualization(confusion) effect?



   Lee555

 
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TwentyStudios
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What do you mean? You don’t get smooth depth of field transitions? Works fine for use, unless we’re using the DLSS plug-in. That definitely makes DOF look worse, but that happens without Aximmetry as well. 

 
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Lee555
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Thank you for your reply

The most important question is

I want to get a more blurred background, but it can't.


aximmetry:


ue4:



The depth of field obtained from the same focal segment here is completely different.

Background blur is better in Unreal Engine

 
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TwentyStudios
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You just need to change the aperture setting to that of the Cinecamera. I think you can do that in the PostProcessVolume so you don’t have to mess with the Aximmetry camaraderie actor.

 
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Lee555
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Is it set up here?


As if it didn't work

 
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TwentyStudios
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Just changing the aperture to the lowest possible number in PostProcessVolume should be enough. If it still doesn’t work, maybe the CineCam actor uses another Filmback setting? I think it can cause issues in Aximmetry if you change that though. 

Why not just move the camera further away in Aximmetry and zoom in to get the same FOV but a shallower depth of field?

 
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DeataProduction
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You can adjust the cameras aperature in the Camera component of the Aximmetry camera blueprint.

For me atleast it the aximmetry camera completely overrides the aperature in the post process volume

 
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Lee555
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Hello, deata production

I tried to change the aperture value

But it doesn't seem to work

However, if you change the FOV, the effect will be obvious



 
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tsmartinez
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You could try to change the blur effect of the background by holding ctrl+alt+space and dragging the left mouse button in the camera edit mode.


 
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Lee555
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@tsmartinez

I tried

It has the same effect as modifying the cam focus distance value

 
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TwentyStudios
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@Lee555: I think this is just a matter of camera placement and zoom (FOV) settings of your camera in Aximmetry. The virtual camera behaves as a real camera, with physically based values (except that aperture doesn’t affect light intake). This means that with a wide FOV there is a limit to how much you can defocus the background, just like with a regular camera. I have no problem getting the background to blur out completely, using the correct camera placement and FOV. 

 
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DeataProduction
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@twentystudios atleast for me changing the aperture also acts like a real camera and changes how much light is received by the sensor.

Though this will obviously not be noticeable unless you have set the exposure mode to manual in post process settings

 
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Eifert@Aximmetry
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Hi,

Min FStop and Max FStop act as clamp values for the Current Aperture. In other words, you can not set a lower value for the Current Aperture than Min FStop and you can not set a higher value for the Current Aperture than Max FStop. (Even though in the Unreal editor you can change to higher and lower values)

You should change the Current Aperture if you want to change the strength of the focus.
And if the Current Aperture is less or more than Min FStop and Max FStop, then adjust them.
Here is the difference between Aperture and Focus Distance: (first changing Aperture and then Focus Distance)

Also, It seems the PostProcessVolume's aperture settings work abnormally, so I wouldn't recommend using that.

You can find more on the aperture and focus settings here in the Unreal documentation: https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/PostProcessEffects/DepthOfField/CinematicDOFMethods/
Note that Unreal has a separate depth of field post-process settings that work differently than CineCamera focus.

Warmest regards,

 
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Lee555
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Thank you for your answer, eifert

I'll try