Hi all. Would love to post this elsewhere, but I'm a student without access to license info. My thesis film involves a cg origami hummingbird that is working perfectly, except for the motion blur on the wings. Hummingbird wings beat at an incredibly fast rate and are essentially just arc shaped motion blur. I haven't been able to match the level of motion blur, and was wondering if anybody has ideas for ways to approach the issue. Here's what I have tried, and why they haven't worked.
- Velocity pass used for vector blur in Nuke. This seems to only calculate blur for the current frame based on the immediate surrounding frames, not the whole flapping cycle. The end result in Nuke is that each frame is blurry, but the blur is only a fraction of the whole arc. It also introduces occluded geometry issues.
- VRay physical camera with the shutter wide open at 360 degrees. Again, the blur does not span the entire arc.
- Regular camera with motion blur turned on. I have tried many combinations of durations and geometry samples. It seems logical to me that the ideal solution would involve a very high duration of frames and geometry samples to account for blur across the entire flapping cycle. Unfortunately as these settings are turned up the render times skyrocket to impractical levels, and that's with subdivisions and screen resolution at an unacceptably low level.
Something else that I have been playing with is frame rate. Hummingbird wings beat many more times per second than is possible in 24 fps. At speeds of around 60 fps I get an extremely nice smooth animation of the wings in all the necessary positions (as opposed to just up, middle, down keyframes). Exporting at that rate isn't really an option since everything has to be comped into 24 fps footage, so most of the frames would be thrown out anyway. One thought I had is to use the high frame rate to achieve very nice blur overall and then just export enough frames to be 24 fps (every 3rd frame or every 4th frame etc). Again, this runs into the issue that the duration of frames would have to be that much higher to account for the high frame rate.
Last note. I have read about people using multiple wings in different positions to achieve blur. The way the rig is set up is that as the wings move the entire body of the hummingbird is getting properly pushed and pulled through a series of IK chains. I haven't yet thought of a way to modify it to account for more geometry.
Thanks for any and all suggestions, and congrats on making it through an essay of a post!
–P
- Velocity pass used for vector blur in Nuke. This seems to only calculate blur for the current frame based on the immediate surrounding frames, not the whole flapping cycle. The end result in Nuke is that each frame is blurry, but the blur is only a fraction of the whole arc. It also introduces occluded geometry issues.
- VRay physical camera with the shutter wide open at 360 degrees. Again, the blur does not span the entire arc.
- Regular camera with motion blur turned on. I have tried many combinations of durations and geometry samples. It seems logical to me that the ideal solution would involve a very high duration of frames and geometry samples to account for blur across the entire flapping cycle. Unfortunately as these settings are turned up the render times skyrocket to impractical levels, and that's with subdivisions and screen resolution at an unacceptably low level.
Something else that I have been playing with is frame rate. Hummingbird wings beat many more times per second than is possible in 24 fps. At speeds of around 60 fps I get an extremely nice smooth animation of the wings in all the necessary positions (as opposed to just up, middle, down keyframes). Exporting at that rate isn't really an option since everything has to be comped into 24 fps footage, so most of the frames would be thrown out anyway. One thought I had is to use the high frame rate to achieve very nice blur overall and then just export enough frames to be 24 fps (every 3rd frame or every 4th frame etc). Again, this runs into the issue that the duration of frames would have to be that much higher to account for the high frame rate.
Last note. I have read about people using multiple wings in different positions to achieve blur. The way the rig is set up is that as the wings move the entire body of the hummingbird is getting properly pushed and pulled through a series of IK chains. I haven't yet thought of a way to modify it to account for more geometry.
Thanks for any and all suggestions, and congrats on making it through an essay of a post!
–P
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