Out of curiosity, I'm asking if it's possible to have the magic effects (flames or what not) in a characters arms not be blurred when using a Depth of Field effect? I found a way to circumvent this by having something behind the arm be in focus, that way the magic effect is in focus too .
Crappy pic, but it shows what I mean: I have the pillar behind the hand, so the magic blue things are in focus as the pillar is in focus too.
As this happens I reckon the magic effect is a sprite or just an animated texture and doesn't have a physical mesh so it's usually blurred. So back to the question, is this possible to fix somehow else than having something behind the arm? Or is this a 'deal with it' situation?
ENB DOF Magic effect
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Re: ENB DOF Magic effect
No, transparent objects don't have separate depth, which is required for depth of field. What you asking is possible, but nobody will do it because of too much useless power processing, such things must be done internally only with specific optimizations, not with external shaders.
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Re: ENB DOF Magic effect
Thanks for the quick answer Boris