[Bf-committers] Cycles movement blur
farsthary84 at yahoo.es
Tue Nov 15 22:23:01 CET 2011
Is interesting.... a full unbiased solution to motion blur can be instead or sampling (rendering) a point in time scene (static) to fully sample(in a random or pseudo random) way an interval scene (like the aperture size of the camera)
though this may be more efficient in terms of required samples it can be costly in terms of memory because you have to have simultaneous access to a range of scenes instead of one, I don't know how Cycles engine deal with memory and frame scenes tough ... those are my two cents ;)
De: Knapp <magick.crow at gmail.com>
Para: bf-blender developers <bf-committers at blender.org>
Enviado: martes 15 de noviembre de 2011 22:46
Asunto: [Bf-committers] Cycles movement blur
I was just thinking today that Cycles could do motion blur without
taking a big CPU hit. I don't know much about all this so I bet my
ideas is wrong or old but I thought I would post it just in case.
When we do animation the computer calculates tweens and moves stuff
for us. It does this once per frame. Cycles does many render cycles
per frame. It struck me today that if at each cycle pass you move the
object you would get a blur effect. I was also thinking that you might
move it every 100 out of a 1000 pass to get interesting stutter
effects. I look forward to hearing if my idea was good or only trash.
BTW I would love to see a pause on the main render. Cycles eat my CPU
alive and does not let me do much in the background. A nice/slow
button might be good too but I am sure I am not the first to say this.
Thanks for all the really cool work!! I love cycles, dynamic paint,
motion tracking and ocean sim! All the other stuff is more in the
background but I am sure I will be loving it too once I find it!
Douglas E Knapp
Creative Commons Film Group, Helping people make open source movies
with open source software!
Massage in Gelsenkirchen-Buer:
Please link to me and trade links with me!
Open Source Sci-Fi mmoRPG Game project.
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