Hi there,
I’m trying to incorporate some green screened footage into a scene (Doing it this way, so that the footage can be affected to a degree by shadows, lights etc) and I’m having an issue whereby the depth of field seems to be just calculated from the objects behind the plane:
Focal point is set to the image plane with “Test” on it
Result:
I’m trying to figure out how you’d make it work as you’d expect, and it does seem complicated (Although if I set the blend mode to Alpha clip, or Alpha hashed it works as I’d expect, although then you lose the soft blend at the edges) - is there a similar issue in Unreal/Unity?