[Bf-cycles] object motion blur

Nathan Vegdahl cessen at cessen.com
Wed Oct 29 20:42:48 CET 2014


I agree, multi-segment object motion blur should be supported.

Also, last time I checked (2.72 release), object motion blur doesn't
work on lamps, which means that situations like a car speeding by with
its headlights on doesn't render properly.

--Nathan

On Tue, Oct 28, 2014 at 7:26 AM, Mickaël Bourgeoisat
<myke at octopod-studio.com> wrote:
> 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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