Stride

OPEN / CLOSE
  • Features
  • Blog
  • Documentation
  • Community
(icon) Download

  • Discord
  • Facebook
  • Twitter
  • YouTube

LANGUAGE

OPEN / CLOSE
  • English
  • 日本語
    Show / Hide Table of Contents

    Depth of field

    Intermediate Artist

    By default, rendering produces a very sharp image, which can look artificial. Depth of field effects simulate the behavior of a real camera lens focusing an object, leaving background and foreground objects out of focus.

    media/realworld_dof_agave_flowers.jpg

    To create the effect, Stride creates several versions of the original image with different intensities of blur, and interpolates between them. The more layers used, the better the quality, but at performance cost.

    Properties

    media/depth-of-field-2.png

    Property Description
    Size Size of the bokeh (Wikipedia), expressed as a factor of the image width so it's resolution-independent. The bigger the size, the worse the performance
    DOF Areas Areas of the depth of field. There are three main zones defined by their distance from the camera: near out-of-focus area (from X to Y), in-focus area (from Y to Z), and far out-of-focus area (from Z to W)
    Technique The technique affects both the performance and the shape of the bokeh.


    Circular Gaussian is fast but unrealistic.


    media/depth-of-field-3.png


    Hexagonal Triple Rhombi is heavier than Gaussian.


    media/depth-of-field-4.png


    Hexagonal McIntosh is the heaviest.


    media/depth-of-field-5.png

    Auto Focus Automatically updates the DOF areas so the camera focuses on the object at the center of the screen

    See also

    • Anti-aliasing
    • Fog
    • Outline
    • Ambient occlusion
    • Bloom
    • Bright filter
    • Color transforms
    • Lens flare
    • Light streaks
    • Improve this Doc
    In This Article

    Back to top

    Copyright © 2019-2021 .NET Foundation and Contributors
    Supported by the .NET Foundation