Is there a way to blur an ocean on distance?
Increasing "Wave Peaking | Blur Bump" removes too much detail near the camera....
Thanks
Is there a way to blur an ocean on distance?
Increasing "Wave Peaking | Blur Bump" removes too much detail near the camera....
Thanks
well two things..
depth of field controls on the camera..
but easiest way...
do it in POST when you composite
. quick and simple.
Do you want to blur your scene (DOF) or make bump blur attr working based on distance from camera?
jtk77: DOF or POST
Yes, but both ways just blur the noise, so you get soft noise....
What I mean is just decrease the wave height to avoid the flicker on the horizon
fanatic: DOF or bump blur
Yes, I want to decrease bump based on distance, but mapping "Wave Peaking | Blur Bump" does not work, and you can not set it to high value, because it removes to much detail near the camera...
Well, I will try to make 2 ocean shader, one with big waves and another one with smooth ones, and then I will blend them together...
You may try to use distanceBetween node with two locators each at one side of your plane with Ocean Shader attached and use this distance to drive your bump blur attr. Maybe diffrent approach with pointOnSurfaceInfo. However I dont know if it will work. Ill try to see.
ahh i see. Yea, you might be geting flicker and buzz as that stuff gets smashed down back there.
It needs to less in detail in relation to distance from the camera for sure. Let us know how you turn out.
You could use the samplerInfo cameraPoint Z(i.e. distance from the camera) to control the bumpblur value. Another solution might be to use contrast sensitive projection settings to help antialias the horizon.
Duncan
Thanks Duncan and everybody!
Yes, the idea is to map the blur bump based on distance from the camera, but when I was making quick tests and I mapped a vertical projection with a ramp to the blur bump, I got a weird effect and I left the method....but now, I tried again I have found a small bug here.
I use a ramp from 15 to 0 to have an intense blur on the horizon and none near the camera, and as you can see on the image, a value 0 on the projection makes strange things (also they depend if there is more geometry on the scene.....), but if you use a value bigger than 0, just 0.001, it works.