Greetings All,
I am trying to get the openGL depth of field working in the new version of houdini 18.5. I think I am missing something because for the life of me I can't get it to show up. here are the steps I am taking.
1. make a bunch of cubes receding in space
2. set up a camera looking at the cubes
3. press z to bing up the focus gizmo
4. press D to bring up the display options
5. turn on depth of field under the scene tab
6. look though the camera
If I toggle on and off depth of field I don't see any difference in the viewport.
Any help woule be much appriciated.
Cheers,
B
Depth of Field in viewpoert for 18.5
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- BryanErvinBenley81
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- protozoan
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You need to make sure that your viewport lighting mode is at least set to “high quality” (top right side of the window, in the column where “headlight only” etc is). Enable that, and make sure in the depth of field is toggled on in those options as well.
Depending on your scene you may want to bring down the f-stop to see the effect more easily (it default to a sensible 5.6, but you could set it to 1.0 or lower just to test).
Depending on your scene you may want to bring down the f-stop to see the effect more easily (it default to a sensible 5.6, but you could set it to 1.0 or lower just to test).
Martin Winkler
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- protozoan
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mestela
For my tests on a default grid I had to go really low for my aperture; like 0.1 or 0.01.
jsmack
I couldn't get it to have ‘depth’ of field. It either blurred everything equally, or not at all.
I must say it does work for me (even with reasonable f-stops, it seems at least ballpark correct).
On the scene below it's a standard 4m grid, some size-reduced rubber toys, and a default cam with the f-stop adjusted to 1.4 and focus at just under 3m.
This is the regular viewport, I have not tried it with Houdini-GL on Solaris.
Edited by protozoan - 2020年11月11日 05:46:05
Martin Winkler
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- malexander
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There waa a fix in a post-release daily build that adjusted the CoC size which could explain the differences in results above. Try updating to a newer build if you aren't seeing the same results as Protozoan.
Incidentally, HQ Lighting isn't required for DOF. The main requirement is to be looking through a camera. DoF works in LOPs in the same way.
Incidentally, HQ Lighting isn't required for DOF. The main requirement is to be looking through a camera. DoF works in LOPs in the same way.
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- BryanErvinBenley81
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Greetings,
Thank you all for the suggestions. Unfortunatly I am still stuck. My workstation should be able to handle this without problem, it an asus studioart pro. I think there may be something I am missing in my set up. I have attached screen shots of the rubber toy scene with and without DOF turned on.
I am currently using version 18.5.351, Which is the current production version I am seeing on the site. In what version would this functionality be working.


Thank you for all the help.
Cheers,
B
Thank you all for the suggestions. Unfortunatly I am still stuck. My workstation should be able to handle this without problem, it an asus studioart pro. I think there may be something I am missing in my set up. I have attached screen shots of the rubber toy scene with and without DOF turned on.
I am currently using version 18.5.351, Which is the current production version I am seeing on the site. In what version would this functionality be working.
Thank you for all the help.
Cheers,
B
Edited by BryanErvinBenley81 - 2020年11月11日 19:01:00
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- BrianHanke
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bryanebentleycgs
In what version would this functionality be working.
Hmm, OpenGL DoF working fine in 18.5.385. I just enabled it in Display Options and that was all it took.
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