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Screen Space Reflections/ Depth of Field/ Scene Scale

Home Forums Graphics / Blender Screen Space Reflections/ Depth of Field/ Scene Scale

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  • #38042
    dd_23
    Participant

    Hello,
    New user here and enjoying my time with Verge3d. I have been looking online for some tips and tricks for some time now and was exploring some of the things that my company needs/looking for in order to test verge3d as a platform for gltf/webGL jobs. I am stuck with Screen space reflection and depth of field and was hoping to get an indepth explanation about the same.

    In my shared scene I am trying to get the sphere to reflect better than what it is doing right now. I am using two floor geos in this case so that I can get reflections on floor geo as well as get its reflections on the sphere and cube in the scene. Is this the best possible approach to achieve something like this and is there a way to enhance its quality? Any IOR connection possibilities? can hardly see the cubes reflecting in the sphere.

    Second is the depth of field. I am not able to get that working. In my scene i have a cube named “constant_focus” right next to the sphere and as the name suggests, I want it to be in constant focus and it needs to be updating with camera zoom in and out.
    One of the user here(https://www.soft8soft.com/topic/constant-point-of-focus-for-dof/) is using play every frame from puzzles, which looks like is doing the same thing that I want. I tried copying the setup but it looks wrong. Is there a documentation or can somebody explain it to me in order to get the most out it?

    Third thing is with the scene scale. I used blender to populate my scene and was wondering if its a 1:1 scale transfer between maya/blender and verge3d? Could that be something that is affecting the depth of field output? If yes what should be the best approach in order to eliminate any scale related issues?

    Thank you in advance.

    My file:
    https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:9d40f0250a/applications/depth_ssr/depth_ssr.html

    #38264

    DOF and some post-processing effect works very bad, so better not to use that. I think only simple refraction can be used for simple planes to get good enough effect for usage. DOF especially dynamically changeable have no success to produce good result.

    Co-founder and lead graphics specialist at Soft8Soft.

    #38834
    thomasup
    Customer

    indeed, these effects could see improvement. the performance and quality would need to be better for us to use them.
    although, we would love to have these effects for faster machines!

    not a deal breaker for us though, we get far enough with traditional methods.

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