Profundidad de campo#

To render a scene, EEVEE uses a pinhole camera model which produces a perfectly focused image of the scene. For an enhanced realism, EEVEE can simulate the optical Depth of Field using a post-process filter, and a sample-based method. The optical settings are located in the camera settings properties. Whereas the quality of the effect can be controlled by the settings found in the present section.

Nota

In the 3D Viewport, depth of field only works while in Camera View.

The post-process method is computed in two passes. The first pass is using a blur that fails to produce quality bokeh for highlights but works for the general case. Followed by a second pass which is sprite-based and improves only the quality of very bright highlights. That is because it is too slow to be applied on every part of the image. So it just includes very bright isolated parts of the image such that are different from their surroundings. Which pixels are being processed by second pass can be control with the Sprite Threshold and Neighbor Rejection options.

Secondly the sample-based method works by randomizing the camera position for every sample. It is more accurate but needs many samples to achieve a smooth result. Accordingly the post-process blurring radius is scaled down to remove undersampling. Yet some scenes might still need more post-process blur in order to remove the noticeable sample pattern. This is exactly what the Overblur option does, but it will also reduce the bokeh shape sharpness.

Referencia

Panel:

Procesamiento ‣ Profundidad de campo

Tamaño máx

Maximum size in pixels of the depth of field post-process effect (lower is faster). A value of 0 will disable the post-process effect but not the sample-based method.

Umbral de sprites

Minimum brightness a pixel needs to have to be considered by the sprite-based depth of field. Higher values will improve the performance but will also reduce the quality of highlights. Brightness is in the scene’s referred color space.

Rechazo por cercanía

Maximum intensity to consider when doing sprite neighborhood rejection. This should be set to a brightness value above which there is small visual differences to be noticeable after color management. Lower values will improve the performance but will also reduce the quality of highlights. Brightness is in the scene’s referred color space.

Alterar cámara

Aleatorizará la posición de la cámara para cada muestra de procesamiento de la escena, para aumentar la precisión. Activar esta opción podrá cambiar la cantidad efectiva de muestras usadas.

Nota

Tener presente que la cantidad efectiva de muestras usadas podrá crecer muy rápidamente.

Consejo

La cantidad efectiva de muestras será calculada aplicando la siguiente fórmula:

\[cantidad\_muestras = (cantidad\_anillos^{2} + cantidad\_anillos) * 3 + 1\]

en donde \(cantidad\_anillos\) será la cantidad de anillos en el patrón de telaraña hexagonal. El valor \(cantidad\_anillos\) será escogido para que el patrón entero contenga al menos la cantidad de muestras establecidas en las opciones de Procesamiento.

Desenfoque adicional

Scales the post-process depth of field radius to reduce artifacts. Higher values will soften the bokeh shape.

Ver también

Limitations.