Ok, my solution mentioned earlier was a VERY quick fix, but the results in your wiki page RogerWikes are pretty cool.
cekuhnen, focal blur is a very complex thing, and you are right when you say that a simple depth mapped blur doesn’t do it justice. One of the most recognisable attributes of real DOF is that bright objects are more blurred than dim objects. ie: the sources of light actually get bigger and/or brighter when you de-focus. Maybe this could be simulated by placing a limuninace channel of the image inline and using it to scale the blur effect.
As for the edges, maybe if you used a curves node to isolate the depth of the focal point and slightly scaled back the rest of the z-buffer that would help.
I’m on your side though, real DOF rocks by far. Why can’t it be integrated into the renderer? That would be the best solution… (if it’s already there, apologies to the dev team!). Anyhow, a simple de-focus node would solve all the problems in this respect.
And I still want some Node IPO’s at some point!