Tilt Shift?

I was just curious how I could implement tilt shift, as shown in Wildfire Worlds, to create a more “townsy” feel for the game, if it is zoomed out sufficiently (just using normal DOF when zoomed in). I assume it’s either a gradient or shader applied, but I am quite new to JME3 so I am curious how to implement it.

@Ajnin123 said: Hi all, I was just curious how I could implement tilt shift, as shown in Wildfire Worlds, to create a more "townsy" feel for the game, if it is zoomed out sufficiently (just using normal DOF when zoomed in). I assume it's either a gradient or shader applied, but I am quite new to JME3 so I am curious how to implement it. Thanks, Aj.

That looks just like what JME’s DoF filter will do with the proper settings. It blurs ahead of and behind whatever focus distance you set. You can tell they are using the same approach because the entire band down the middle is in focus… versus real tilt shift which would only have the center in focus.