Hi,
Here is my deep implementation of physically accurate DoF for TD universal (088/099).
Everything in GUI is pretty much self-explanatory.
All the love goes to Martin Upitis’ shader. [url]http://devlog-martinsh.blogspot.fr/2011/12/glsl-depth-of-field-with-bokeh-v24.html[/url]
You can grab it from here (initial release):
[url]https://github.com/ovvostudio/TD-Swaggy-Bokeh[/url]
Wow, this is super cool! Thanks so much for sharing, so in depth… heh 
You’re very welcome. This community has been a treasure chest of knowledge and help for me. So, this is the least I can do.
But the actual credit goes to Martin Upitis for his amazing code. I’m just a messenger 
devlog-martinsh.blogspot.fr/2011 … h-v24.html
There’s smth I’m already planning to do for v2 to expand this component:
- depth of fieild log, s-curve to better handle non TD depth pass
- vignette opacity
- cut into depth - using this quite a lot in After Effects - to insert other images into a specified depth
- expanded iris options
Stay tuned. I have couple more compositing components coming and then I’ll take another pass on the existing ones.
Just a heads up I got a 20 FPS increase just by using the Parameter chop to export into the GLSL shader rather than using python.
Really?
Good to know. Python is painfully slow, I know. But 20FPS seems like a dramatic increase!
I will definitely investigate further.
Super awesome! Thank you so much for sharing.
You’re very welcome, mate!