[Bf-cycles] object motion blur

Mickaël Bourgeoisat myke at octopod-studio.com
Tue Oct 28 15:26:25 CET 2014


Have you tried the old trick to do that with compositing :
render the elements you want for the "special" motion blur in a passe, 
then in compositing mix this passe with itself as a frame sequence but 
with 1 or more frames delay.
you need to start your render at -3 if you want a 3 frames delay for 
exemple...
this trick is aged as tron... and you'll have a better control on the 
"trace" aspect of the "blur" like in akira ...
you can add also blur/noise effects to reduce "motion blur steps" and 
finaly it will be more quick to calculate than a real 3d motion blur.
I hope it can help you...
Le 24/10/2014 19:56, Gottfried Hofmann a écrit :
> Actually I need this too - badly! My current hope is that simple sampled
> motion blur will be added to Cycles at some point...
>
> Cheers,
> Gottfried
>
> On 10/24/2014 04:54 PM, David Fenner wrote:
>> sooo... nobody else thinks that object motion blur should be able to
>> consider more than 3 frames for translation? Or at least force
>> deformation motion blur when necessary? This way we can get curved blur
>> if object translates in a curved way, like with rigid bodies or to
>> simulate sparks with particles.
>>
>> 2014-10-14 12:45 GMT-03:00 David Fenner <d4vidfenner at gmail.com
>> <mailto:d4vidfenner at gmail.com>>:
>>
>>      We are facing a big problem with motion blur, and it is the fact
>>      that object motion blur does not have a way to increase the steps.
>>      We need a sphere to make a big motion blur curved trace which
>>      currently is imposible, the trace is always very stepped.
>>
>>      If we make the sphere deform instead of translate (for example by
>>      deforming it with a bone and then animating the bone), we can
>>      achieve a curved trace since deformation motion blur has the step
>>      setting, but since we want to do physics and particles, we can't
>>      just go and simulate bones and then deforming thousands of spheres....
>>
>>      Is there a hidden "step" setting for object motion blur as well?? it
>>      is obviously just as needed as deformation steps.
>>
>>      Thanks, David.
>>
>>
>>
>>
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>



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