Defocus through texture alpha

Hello I,m new here. Hope you guys don’t mind my bad english grammar. I ain’t verry good in wrighting.
This looks like a verry usefull forum so I’m glad I joined the club. Now I have a question but in the future I hope I can help people to with their technical/creative stuff on this forum.
I’m looking for an awnser for a few days now so i thought it’s time to ask.

My problem:
I’m planning to make a semi 3D videoclip in blender and it is built completely out of planes with a png alpha texture.
Everything went well untill I wanted to add depth of field in the node-editor.
The depth of field is working, exept through the parts where the alpha of the texture is.

I hope anyone can explain how I can make it possible that the defocusing is reaching through the alpha on the plane.

If I didn’t explained it clear enough you will problebly see what I mean if you take a look at the attached picture. Most ovious you can see what is wrong around the arm of the knight.

Would their be a simple solution for this?

respect if someone can help me,

thx anyway

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I don’t think it is possible at this time.

All node processing is handled after rendering but a ray is needed to be cast through the alpha.

Please someone correct me…

Thx for your awnser. Thats a pitty if this is tru.
I hope there still is someone who know’s to work around this problem.

I found this the other day doing almost the same thing with a nubs circle, it had a hole cut thru by another nurbs circle, but the Z blur was treated as flat by the intervening nurb object. Thus making it all blurred.