Hi
I’m looking for a painting Depth of field effect or how to archieve such an effect. The effect should look like Zelda skyward sword. - If you look in the background you can see that the trees have gotten a bit blurry, but also looks more like a painting.
If anyone knows of a realtime method of doing this or can point me in a direction I would be very happy
Here’s some more pictures, look in the background:
Are you sure that’s depth of field? Looks more just like mip-mapping to me. Also the painted effect is just how they’ve drawn their textures, it isn’t the result of some shader effect or post-processing.
Ah ok, the DOF is more clear in the new pictures you added. I imagine you could get a similar thing by implementing a depth of field effect using a low quality blur filter to make it blotchy. That’s just an idea though of the top of my head, I dont know if it would work.
Edit: Look into this → Bokeh. That should give you some ideas.
Nullstar, right on, I’m not thinking of the style of the textures, but as you saw it looks kinda different in the background. I have tried messing with bokeh, but have not been able to get even a close effect to what I want. I think it might be the direction to go by using bokeh and perhaps some other things, though I haven’t been able to get satisfying results yet. It’s also more apparent in the videos. Check this out
if you look at around 13:56 you can see the background has these depth of field kinda blotches.
Try using tex2Dlod() and the view space depth to force a mip level selection on the texture sample. I think that will help you. Especially if you hand create your mip levels to blur in the way you want them to.
This seems like it’ll be our solution. I’ve made an action for photoshop to filter the mipmaps (created using Nvidias mipster) and then export them as DDS. In unity I’m using a script that automaticly changes the DDS textures to use trillinear (to give a smoother transition between the mipmaps).