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Control motion blur amount witha UV map ?

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  • Control motion blur amount witha UV map ?

    Anyone have a good technique to be able to control motion blur with a UV map? I have a skinned model that I need to have more motion blur on certain parts, but not others, and there is no easy way to break it into pieces due to other factors.

    Thanks in advance.

  • #2
    I fear it’s something like TyVertexVelocity saving to a channel and then a bake of the entire animation, followed by post adjustment of said animated map.

    I am really hoping I can avoid baking anything.

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    • #3
      I tried making something like this work with tyVertexVelocity and PolySelect (so that it affects only the chosen UV shells), however, it didn't seem to work. This seems that it can be done more easily if you apply motion blur in post via a VRayVelocity multiplied by a value map (f.e VRayExtraTex set to FaceMatID, where every ID gets a color between 0-1 depending on where you want less motion blur).
      Aleksandar Hadzhiev | chaos.com
      Chaos Support Representative | contact us

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      • #4
        Yeah, I tried the poly select first. I had great hopes!

        Unfortunately there is no truly accurate way to apply motion blur and DOF together in post. I need both that look great.

        I also need some curvature to the motion blur (think very fast wing flapping).

        Perhaps the animation could be slowed down and then frame blended in post after apply vector blur.

        Ended up speeding the wing animation up a ton so that it blurred enough even with the lower shutter angle required to reduce the blur of the forward motion of the creature. (Director and I wanted the creature not so streaked, but the wings a total blur.)

        Interesting topic, though. Would be really nice to have a mappable velocity multiplier, ideally with at least XYZ vector weighting, and maybe separate translation vs rotational velocity adjustments.

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