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Physically Based Auto Depth of Field
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Physically Based Auto Depth of Field
Physically Based Auto Depth of Field
Physically Based Auto Depth of Field
Features
Compatibility
FAQ
Limitations
Known Issues
Documentation 1.2
Quickstart
Presets
Shipped Presets
Tuning Your Preset
Save Your Preset
Internal Vs External Scenes
Enabling HDRP Debug
Integration
Cinemachine
Reference
Releases
Support and Feedback
Tutorials
HIBIKI support
HIBIKI roadmap
Roadmap - HIBIKI entertainment
Glossary
Presets
Internal Vs External Scenes
If you have an external scene, sometimes there’s a small extra step and that’s to
Lower the
@
Max Distance
ever so slightly to ensure that your vista views and your close up view shift aperture in a more noticeable way
You may see the debug view shift suddenly from blue to red, which means you’re in the right spot for the scene ‘tip point’.
This will show in the scene as you shift distances as the aperture will adjust.
This will also help balance an external to internal scene view look more natural when you transition.
There is also the use of a
fixed point
method.
If you want your depth of field to work similar to a camera source, you can match your
@
Base Aperture
and
@
Extended Aperture
and then set your
@
Max Distance
to what works for your scene.
We once worked on a city project where the max distance was 500m and the aperture either fixed at f5.6 or set to f5.6-8 and it was wonderful.
In our 🆕1.3.0 update, using
@
Simple [RayPointMode]
really makes this set up shine
You are also able to further tune the system with Volume Overrides, this allows for more flexibility in advanced scenarios such as:
Boss battles
Cinematic blending
Focus points and Points of Interest
Scope Systems in FPS games
Glass checks and looking through windows
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