View Full Version : depth of field noise\grain
greg
March 25th, 2009, 08:03
is there a specific way to control noise or grain when using depth of field (DOF) in mental ray? is it tied explicitly to image sampling?
bart
March 25th, 2009, 19:09
It is typically tied to the samples taken in the lens shader. Sometimes this is exposed by the shader UI and sometimes not.
You might notice a Phenomenon the wraps around a default of 4 samples in the physical_dof, for example.
greg
March 25th, 2009, 22:51
in max DOF is typically controlled by the "Multi-pass effect" setting on the camera itself (or in the render parameters for perspective views). there are no sampling controls for either..
looking around in the .mi includes (max 2009) i noticed an "Arch: DOF/ Bokeh " shader and a "Physical Lens DOF (physics)".. are these intended to be used for DOF?
bart
March 25th, 2009, 22:56
yes, the bokeh is the more modern of them, and that is what I'd recommend
greg
March 25th, 2009, 22:58
thanks, bart!
edit: fyi, the Arch: DOF/Bokeh shader is still hidden by default.
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