# Number of camera blades (must be > 3 to enable bokeh)
scene.camera.bokeh.blades = 6
# NONE, UNIFORM, EXPONENTIAL, INVERSEEXPONENTIAL, GAUSSIAN, INVERSEGAUSSIAN or TRIANGULAR
scene.camera.bokeh.distribution.type = EXPONENTIAL
# Distribution power, 0 or more, affects only EXPONENTIAL and INVERSEEEXPONENTIAL distributions
scene.camera.bokeh.power = 0
# For anamorphic bokeh, the scale vector is normalized (so the length doesn't matter)
scene.camera.bokeh.scale.x = 1
scene.camera.bokeh.scale.y = 1
Nice feature, thanks Dade! On the subject, some renderers can make use of an "aperture map", an image texture providing the bokeh shape, for example to produce "heart bokeh", or simlate imperfections. Not sure how useful it is, but being able to provide a map is user friendly.
tokiop wrote: ↑Thu Jul 23, 2020 4:11 pm
Nice feature, thanks Dade! On the subject, some renderers can make use of an "aperture map", an image texture providing the bokeh shape, for example to produce "heart bokeh", or simlate imperfections. Not sure how useful it is, but being able to provide a map is user friendly.
It is possible but not trivial, we can add it if there is enough demand in the future.
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