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authorDamien Picard <pioverfour>2022-07-15 14:30:57 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-07-15 14:40:04 +0300
commit2e70d5cb980ef2fda6d3bd7e89ed942f3f4b9c59 (patch)
treec4d2b144123d26b7eb202c9d9489e99a2f0f9eaa /intern
parent5ddbc14bb240a206ed38d5fd994db2a5ac2c4d3d (diff)
Render: camera depth of field support for armature bone targets
This is useful when using an armature as a camera rig, to avoid creating and targetting an empty object. Differential Revision: https://developer.blender.org/D7012
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/blender/addon/ui.py2
-rw-r--r--intern/cycles/blender/camera.cpp11
2 files changed, 12 insertions, 1 deletions
diff --git a/intern/cycles/blender/addon/ui.py b/intern/cycles/blender/addon/ui.py
index 3c898d4be73..0fead409866 100644
--- a/intern/cycles/blender/addon/ui.py
+++ b/intern/cycles/blender/addon/ui.py
@@ -952,6 +952,8 @@ class CYCLES_CAMERA_PT_dof(CyclesButtonsPanel, Panel):
col = split.column()
col.prop(dof, "focus_object", text="Focus Object")
+ if dof.focus_object and dof.focus_object.type == 'ARMATURE':
+ col.prop_search(dof, "focus_subtarget", dof.focus_object.data, "bones", text="Focus Bone")
sub = col.row()
sub.active = dof.focus_object is None
diff --git a/intern/cycles/blender/camera.cpp b/intern/cycles/blender/camera.cpp
index 2ab5f02a337..6926c833096 100644
--- a/intern/cycles/blender/camera.cpp
+++ b/intern/cycles/blender/camera.cpp
@@ -143,11 +143,20 @@ static float blender_camera_focal_distance(BL::RenderEngine &b_engine,
if (!b_dof_object)
return b_camera.dof().focus_distance();
+ Transform dofmat = get_transform(b_dof_object.matrix_world());
+
+ string focus_subtarget = b_camera.dof().focus_subtarget();
+ if (b_dof_object.pose() && !focus_subtarget.empty()) {
+ BL::PoseBone b_bone = b_dof_object.pose().bones[focus_subtarget];
+ if (b_bone) {
+ dofmat = dofmat * get_transform(b_bone.matrix());
+ }
+ }
+
/* for dof object, return distance along camera Z direction */
BL::Array<float, 16> b_ob_matrix;
b_engine.camera_model_matrix(b_ob, bcam->use_spherical_stereo, b_ob_matrix);
Transform obmat = transform_clear_scale(get_transform(b_ob_matrix));
- Transform dofmat = get_transform(b_dof_object.matrix_world());
float3 view_dir = normalize(transform_get_column(&obmat, 2));
float3 dof_dir = transform_get_column(&obmat, 3) - transform_get_column(&dofmat, 3);
return fabsf(dot(view_dir, dof_dir));