Developer Notes

You can make the material no use SeparateTransluceny to pick a different method (will be blurry but depending on the depth behind the material). Our DOF (like most others) is a postproess and is based on the pixel depth and transluceny doesn't have it.
We might be able to fix that outputting some stipple pattern / random occluding depth but we don't have that.
We kind of have that - see DitherTemporalAA
http://static.oculus.com/connect/slides/OculusConnect_Epic_UE4_Integration_and_Demos.pdf

Description

Depth of Field do not work well when using a translucent material, even if the material has no opacity set.

Image attached as reference.

  • Light brown colored mesh is translucent
  • Gray mesh is opaque material
Steps to Reproduce

1. Open UE4
2. Place a mesh in the scene
3. Apply any Translucent Material to the Mesh
4. Add a Post Process Volume that is Unbound
5. Set the following:

  • DOF to Gaussian
  • Focal Distance to 500
  • Focal Region to 700
  • Near Transition Region to 1000
    7. Move Camera view closer then back to see the transition of the DOF

Results: DOF creates a hard transition line over the Translucent Material of an object compared to a none translucent object.

Expected: Translucent materials should give the same DOF transition as none-translucent materials.

Have Comments or More Details?

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By Design
ComponentUE - Graphics Features
Affects Versions4.74.8
CreatedApr 10, 2015
ResolvedApr 10, 2015
UpdatedJul 14, 2021
View Jira Issue