Ide like to see an option to give an object more or less motion blur contribution, so you can have a set of objects more blurry than the rest of the scene.
Let me get this: if it’s not timesliced but it’s velocity-based, it’s a 2.5D blur.
And that is already there in combustion (or similar app).
You can already blur objects based on their velocity channel, with the bonus of being able to choose which objects get a more pronounced moblur (using object or rendernode ids).
It has the same limitations of the 2.5D blurs in most apps which fail, or take a long time to calculate, when there are 2d cards with opacity mapping (as they consider the polygon edges rather than the object opacity in the ObjId, but this is known and can be solved outputting more channels and passes…).
Then my wish is that vray would motion blur all particles. Right now, they don’t get motion blurred as long as new particles are being born. I searched a bit and it seems that vray is really picky on when moblur actually works on particles. I know nothing of the technical side, I just wish it would motion blur everything that moves. I’m not into the whole compositing stuff so for me it would be easier if I can do it all in one pass.
if you have geometric particles (so no issues with billboards and transparency) it is one pass only: render an rpf with velocity (and Z and rendernodeID to help out), add a filter in combustion, choose the amount, done.
What has a velocity channel above 0 gets blurred by a multiplier set by the filter.
Faster things get more blur automatically.
Passes come into play (still one render, mind you. passes here mean layers in compositing) if you need to single something out and change the blur amount for that object alone.
Do give it a try, for architecture (and its solid objects) works a treat.
For deforming objects (like characters) it would miss the nuances, but for camera moves and such it’s just about perfect
Ok, I have to do a lot of research… The thing is I’m just starting to learn animation tools and particle stuff, and then I want to render something out 10 new problems are introduced which require completely new stuff to learn etc… Still a long way to go
panthon:
You can always comp it quite easily.
I did that for an ibject dissolving into dust using pflow particles. Export out all the necessary channels and did the moblur in combustion.