Lensynth
What makes this different from a depth-of-field effect in post-production?
The difference is simulation versus emulation. A post-production blur is a 2D filter that cannot accurately replicate how light, focus, and lens distortions interact in a 3D scene. The OSL shader traces rays through a virtual lens model, resulting in physically correct bokeh, focus falloff, and other optical effects that respond naturally to your scene.
Will this slow down my renders?
Although the shader performs complex calculations, the performance impact is negligible compared to default DoF.
Does this work in Eevee?
No. The camera shader requires Open Shading Language (OSL), which is a feature exclusive to Cycles.
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