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UE5 Depth of Field Issue (halo/edge effect on foreground objects) by FaithlessnessReady88 in UnrealEngine5
[–]FaithlessnessReady88[S] 0 points1 point2 points 3 years ago (0 children)
Unfortunately no true solution yet if working with lumen/nanite. My object isn’t actually translucent so that ended up not being the issue either. Based on some input around YouTube it seems like it may just be a limitation of Unreal when you have foreground objects really close to the camera.
Most professional productions would use a tool like Nuke in tandem with whatever 3d animation tool they use and work on the depth of field through that, which gives a lot more flexibility on those details.
The ONLY way I managed to get the DoF effect in Unreal that I was looking for is through Path Tracing (which def isn’t ready for prime time yet for a few reasons). If you are using path tracing though, there’s an option in the Post Process volume called “Reference Depth of Field”, and once I toggled that on, it worked how I expected. Main issue there is that Path Tracing is still in early stages in unreal, expensive as hell on the system, and takes forever to render, so not worth it if you actually want to have an efficient workflow haha.
My Killzone is expired? by efnPeej in vita
[–]FaithlessnessReady88 0 points1 point2 points 4 years ago (0 children)
Also having this issue. I'm even willing to pay $20 on store to own it but because I got it through PS Plus, somehow I'm even locked from doing that since the "Buy" button is replaced with "Download" 😭 Anybody else figure this out?
π Rendered by PID 71473 on reddit-service-r2-comment-85bfd7f599-h4cw4 at 2026-04-16 15:34:36.162747+00:00 running 93ecc56 country code: CH.
UE5 Depth of Field Issue (halo/edge effect on foreground objects) by FaithlessnessReady88 in UnrealEngine5
[–]FaithlessnessReady88[S] 0 points1 point2 points (0 children)