View Full Version : MotionBlur3d on object that moves in Z...
NEO
August 31st, 2007, 07:40 AM
Hey there.
CAn't really get the motionBlur to work as I want it work. Or rather look as I want it to look. What I have is a scene-node, camera-node and the scanline render node. The MotionBlur3d is hooked up after the scanline render and the camera is piped into it. And after the MotionBlur3d node the VectorBlur node is. To the scene is a bunch of cards connected. The cards comes flying from behind the camera and into the frame. But those cards don't get any motionBlur when they move in the Z-axis. Seems like the motionBlur node only gives motionblur when the camera is moved.
Am I approaching this the wrong way? Or how do I get motionblur on moving objects?
Sorry for stoppid question but I'm extremely hung over so my brain is in worse condition then usual.
NEO
August 31st, 2007, 10:38 AM
Oh... Seems like they named it "TimeBlur"... So think it's solved. =)
rueter
September 1st, 2007, 01:04 PM
You can use the render node directly for either multi sample blur like the TimeBlur node does (just increase the samples in the MultiSample tab).
In theory you should be able to output Velocity vectors from the shader tab and use a VectorBlur to apply that to moving objects but that's a bit dodgy at the moment. Hopefully we'll get that fixes, we'll need it here very soon as well.
cheers,
frank
NEO
September 1st, 2007, 04:41 PM
You can use the render node directly for either mult sample blur like the TimeBlur node does (just increase the samples in the MultiSample tab).
Hey Rueter!
Thanks for you input. I wonder... Would using the TimeBlur-node and changing the samples in the MultiSample-tab on the render-node give the same result? I mean if there's any pros and cons to the two methods or if they are really the same. I don't have the possibility to test it myself at the moment.
In theory you should be able to output Velocity vectors from the shader tab and use a VectorBlur to apply that to moving objects but that's a bit dodgy at the moment. Hopefully we'll get that fixes, we'll need it here very soon as well.
I am not all to certain I understood this. YOu mean using a shader node and then somekind of special written material? And would that work at "pixel level" on a card with a texture?
rueter
September 1st, 2007, 06:07 PM
Actually TimeBlur produces quite a different result. I was assuming it's the same but I just teste d it and it's not even close. TimeBlur averages the slices, not sure what the render node does exactly. The slices don't even line up so I'd suggest to simply try both and whatever looks best wins :-D. From the quick test I did I have a hunch that TimeBlur will actually look nicer, the render node seems to introduce edges when merging the slices.
I am not all to certain I understood this. YOu mean using a shader node and then somekind of special written material? And would that work at "pixel level" on a card with a texture?
I just mean the shader tab in the render node. By default it outputs velocity information for each pixel to the forward layer so you can use that to control a subsequent VectorBlur node.
Append a VectorBlur node to your render node, set the offset to '0', method to 'forward' and alpha to - well - 'alpha.
As I said, unfortunately it's not quite doing the right thing at the moment.
Tocy
April 17th, 2008, 06:06 AM
Hi! Is there any improvement on this? I need to get motionblur on projected images, and vectorblur with motionblur3d node (after the scanline), and another vectorblur connected right after the scanline render node seem to produce different results. Why is that? (4.7v5) Which is the correct?
Furthermore, if I want to render uv info to images, and tweak motionblur on the projected parts in shake (with ndo_idirblur), is there a common way to do this? (Now I just save float images with uv info shuffled to R and G, and normalized with histogram node)
Thanks
Gabor