I am working on a scene where I wish to enable depth of field. I have built the scene using DAZ Studio, and exported it to LuxRender using Reality 2.11. However, the depth-of-field effect is non-existent, and I would like to verify the parameters Reality has generated for the camera.
In DAZ, the camera is a 45mm lens stopped to f/8, with a focal distance of 336.06cm and set for 16x9 render aspect ratio. Reality translated this into:
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Camera "perspective" "float fov" [42.501] "float screenwindow" [-1.777778 1.777778 -1 1] "float lensradius" [0.002813] "float focaldistance" [3.330505]
In DAZ, the scene renders with expected depth of field based on my experience as a photographer. However, in the Lux render, I can see pretty much to the horizon with only the most distance items starting to show any signs of blur.
Looking at the scene file wiki, it states that lensradius = (focallength_in_mm / 1000.0) / ( 2.0 * fstop ). Based on this formula, it looks like Reality is generated the correct lensradius. (45/1000)/(2*8) == .045 / 16 == .0028125. However, if I hand edit the .lxs file and increase the lensradius value by a factor of 10, to .028125, I get a DoF effect more in line with what I expect. (At least, with only a handful of S/p rendered so far, it appears to be more correct.)
Can anyone explain what LuxRender is really expecting here?