Trying to get some DOF effect with MixedCam Unreal.
It seems like certain materials (for example transparent ones) create errors in the bokeh when depth of field is turned on. For example, weird bright halos around windows.
With a strong DOF, the keyed talent on the billboard also gets a halo. How can these weird halo effects and other issues be avoided and fixed?
It seems like DOF is blurring the billboard to generate the background somehow instead of just the background behind the billboard. A separate issue is around transparent objects.