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Community Manager
February 26, 2026
News

New in AE Beta: Depth of Field in Advanced 3D

  • February 26, 2026
  • 2 replies
  • 1033 views

Outstanding in our (Depth of) Field
 

 

Hello beta users!

 

Version 26.2.033 of After Effects Beta introduces support for in-engine Depth of Field in Advanced 3D.

This is an entirely new method of creating Depth of Field that works with 3D models, parametric meshes, Substance 3D materials, 3D text and shape layers, and anything else you want to focus on in Advanced 3D. It even handles multiple levels of overlapping transparency, so you can do things like focus on a subject through a window:
 

Even though we are viewing our characters through a foreground transparent layer that should be blurry, they are rendered in perfect focus.


To enable depth of field in your scene, set your composition to the Advanced 3D renderer, add a Camera layer and check the Depth of Field box. By default, After Effects will approximate a physical camera.

 

Depth of Field can add compelling realism to an AE scene. In this subtle example you can see the smooth animation from the foreground focus to the background across a 3D scene. Model by  Ethica

 

Depth of Field in Advanced 3D includes four simple, animatable controls:

  • The default Focus Distance varies according to which camera you select (50mm, 35mm etc) and assumes you want to focus on a z value of 0, which is where most layers are created by default. There are lots of ways to override this, for example: 
    • Select both the camera and the layer you want to focus on and go to Layer > Camera > Link Focus Distance to Layer (links the camera to the layer with an expression) 
    • Set Focus Distance to Layer (sets the current property value but doesn’t create a live link)
    • Link Focus Distance to Point of Interest will use the camera itself to control focus distance.
  • As in Classic 3D, Aperture controls the maximum blur in your scene. 
  • Focus Area Width is an “artistic override” that determines the thickness of the focal region in the frame.
    This will enable you to keep nearby objects or layers of your scene fully in focus, even if the result is not optically correct.

In the left image we wanted our imported 3D model to look like a small diorama with shallow depth of field. However, the default blur is so shallow that the pawn is in focus, while the king he is threatening is blurry. Focus Area Width allows you to artificially increase the  “focus slice” (right) so that all of your important elements are clear. Model by: RaduCarstean

 

  • • Another “artistic override” control, Near, Far Blur Level allows you to discretely amplify or reduce the blur in front of or behind the focal plane. Adjust them together (the default) to exaggerate your results beyond a real-world lens, or tweak them individually to suit your design needs—for example, set the “far” level to 0 to produce a “focus to infinity” scene while still blurring elements in the foreground.

 

  • In the left image, the default Depth of Field setting blurs the foreground as expected, but also softens the background, which makes the scene look artificially small. Turning down the Far blur level (right) to 0 allows us to “focus to infinity”, producing a pleasing result. Model by: David Jávorcsík



    Pro Tip: Depth of Field quality is controlled by the general Render Quality slider in Render Options. If you see a “ripple” effect when animating the Focus Distance or animating the z-position of an object through a fixed focus, increase the quality. Artifacts should not be visible outside of very low quality settings. However—as you’d probably expect—higher quality depth of field will increase render times.

Please give this new functionality a try and let us know how it’s working for you.

2 replies

QuietRobot
Known Participant
February 28, 2026

Excellent improvement! It would be great to incorporate more "artistic" options such as Iris shape, lens distortion or chromatic aberration.

Shebbe
Community Expert
Community Expert
February 27, 2026

Thank you.

I have some initial thoughts on this.

 

  • The metric is set to px in the Properties panel but a more intuitive is F-Stop as it can be related to physical cameras. This data already exist in the Camera Settings popup window.
  • Currently the camera is ‘perfect’. There is no creative control for aperture blades and other means to define lens characteristics.
  • Is motion blur not yet supported? Oddly the objects shift position but no blur is generated.
  • The appearance of out of focus data does not change on an emission material when the emission value is higher than 1.0. Can the emission hold such values? Or is the material data clamped before render calculations?
  • The DoF pass feels clamped despite using HDRI image data holds it’s full range in lighting. Here is a comparison between AE and Blender showing what should happen to the out of focus area. Blender uses ‘standard’ color management meaning there was only a conversion from linear to sRGB mimicking what AE also does.

     

The last three points have quite the implications against the inner workings of this ‘advanced’ engine falling in line with my concerns about not being able to access the linear render data only a gamma converted clamped 0-1 output.

If the renderer isn’t able to create physically correct outputs and give users access to the linear un-clamped state it is a hard sell against using 3D software packages. Here I rant some more about it in detail.

 

Demonstration 2D DoF from Camera Blur hexagon blades and Motion Blur with input value of 16.0 float.