Take a look at the second of de3an’s pictures—the image through the glass doesn’t have any depth when the depth pass was run, so the PS blur doesn’t work. It works around the glass, but the image in the glass has no depth. And it would, as the raytraced Carrara DOF shows in the third image.
Thank you, though, I know how to use the depth pass. Take a look http://www.daz3d.com/forums/viewthread/221/P90/#80282.
I asked a simple question originally. It’s not worth any more of my time. I doubt I’ll ever have occasion for it to matter, but if I did, I’d be annoyed. I at least know what doesn’t happen now.
You may not wish to know more, so disregard if you wish, but for anybody else reading this thread that may be interested:
It would be nice for it to work through objects with an alpha, but since it is a post effect, there may be technical hurdles to overcome, as Joe mentioned.
As I mentioned above, you can paint out the edges of offending objects with alphas. If you have a program that can handle masks, it should be a simple procedure. I use it quite a bit, especially for dynamic hair as the post render DOF effect doesn’t respect dynamic hair. Neither does the depth pass or any other pass that I’ve tried. I usually use the polygonal lasso tool to mark the edges of where the DOF is supposed to be and depending on what I have to do, I either paint in the selected area or invert the selection.
Here’s an example. I used the DOF in Carrara, but I also rendered a depth pass because I was aware of the issue with alphas and wanted to fix any artifacts in my particles as they used alphas. The first image (assuming they display in the order in which I upload) is the raw image, the second one is the raw depth pass, the third is the painted depth pass and the last image is the final version.
I did invert the depth pass because I wanted the background out of focus as well. since I rendered a DOF with the image, it didn’t hurt the foreground’s lack of focus.