Render DOF before Screen Space Reflection

I would like to have a optional check box inside post process tab for rendering screen space reflections after depth of field pass… So that the reflections of objects which is not in focus gets blurred too…


:red_circle: Reflection should be blurry
:large_blue_circle: Reflection should be sharp

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I would be curious to see if unity/unreal/marmoset all get it right.
Right now fixing it is not trivial.

Also are you sure the blue area should be sharp? Yes the part that it reflects should be sharp but the area it is on is out of focus.
If possible I would be interested in the file (stephaneginier@gmail.com), right now I probably won’t investigate much but it’s a good test model if I want to fiddle with ssr/dof.

Unfortunately I lost the original file… Still here’s a similar scene with reduced polygons…

Hope it helps…
Sorry for the late reply…

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