Every object also has a setting to change the amount of steps used for calculating motion blur. By default its set to 1. The way i understand it is it works something like Ike this: The default value of 1 step, considers 1 step between each keyframe and uses that to calculate motion blur. So if you have something like these far moving wings, which might move back and forth multiple times for every frame, the full range of this movement isn't captured and considered for the motion blur effect, giving you unsatisfactory results. The value of Steps, as far as i understand it, has a range of 1-7, where according to the blender docs, the actual number of steps considered for motion blur is 2^(steps-1), which essentially books down to: 1=1 step 2=2 steps 3=4 steps 4=8 steps 5=16 steps 6=32 steps 7=64 steps So if you have something that ocillates very fast, you may want to pop last with these values on that object. Im actually batch rendering a bunch of tests right now with different values for a speaker cone in animating.
I have a scene with a flying ship against a background of objects. I need the background to be motion blurred and the ship to be static. I repeated as shown in the tutorial. As a result, after applying the mask, my ship does not show the illumination from light sources from the main layer. I just get a dark ship on a lighted background. What could be the problem? I tried to apply the mask on the layer with light - no change.
maby the easyest way will be moving the background away, so blender will forced to burr it. A big problem is it, if your background is also stand still. vor example, a image sekuense or animatet modefyer on the background do nothing sadly. Also animating textur nodes also has no effekt on Motion bur... or have it? if anybody now how you can enable motionbur also on Textures or modefyers koment pleaaaas :D
how you get motion bur on animated textur/shader nodes, or Modefyers? i working on an Rany szene, but the problem is, that my shader vor a wet surface doun't have any motion blur. i think the problem is, that blender one on time calkulatet the texture, and than the Kamera rays render the scene whif only one still textur or obedfyer result vor each frame. vor motion its no plrblem to get motion blur, bekaus maby the movement of things dond affekt the kalkulation as mutch? is there a way to calkulate the Texture blur first in Blender befor the frame is redert out? os the textur or the shader is pre-blured? Vor example my problem: i have many waterlike noicemaps, that are moving on top ech other to create a raindfludet surface. is there a way, that i can say: sample 40 steps of time from frame 0-1 and vor next 40 steps vor frame 1-2... so result go in my shader and the cyklesrender kan output motionbur on the teture?
Thanks for this! I added directional blur to a bouncing ball then tried adding an image background (using Image node) but couldn't make the mix node work as it should. Any idea?
Now that you are here. Share your motion blur tips that you can do in Blender!
what about make the wings move at a realistic speed to get a realistic motion blur?
I've been using blender for years and this video finally taught me what view layers are 😭😭
Every object also has a setting to change the amount of steps used for calculating motion blur. By default its set to 1.
The way i understand it is it works something like Ike this:
The default value of 1 step, considers 1 step between each keyframe and uses that to calculate motion blur. So if you have something like these far moving wings, which might move back and forth multiple times for every frame, the full range of this movement isn't captured and considered for the motion blur effect, giving you unsatisfactory results.
The value of Steps, as far as i understand it, has a range of 1-7, where according to the blender docs, the actual number of steps considered for motion blur is 2^(steps-1), which essentially books down to:
1=1 step
2=2 steps
3=4 steps
4=8 steps
5=16 steps
6=32 steps
7=64 steps
So if you have something that ocillates very fast, you may want to pop last with these values on that object.
Im actually batch rendering a bunch of tests right now with different values for a speaker cone in animating.
I didn't know the backspace shortcut. Thanks!
It works almost everywhere, love it 🥰
I never knew about the holdout column. Thanks for the tutorial!
Thank you for this! I'll be needing some compositing work for my next project.
Wonderful tutorial!
Hemmetin hyvä tutoriali ❤
This is SUPER useful! Thanks alot!
Thank you for your training, you helped me a lot
Very Nice !! thank you !
Thank you!
I have a scene with a flying ship against a background of objects. I need the background to be motion blurred and the ship to be static. I repeated as shown in the tutorial.
As a result, after applying the mask, my ship does not show the illumination from light sources from the main layer. I just get a dark ship on a lighted background. What could be the problem? I tried to apply the mask on the layer with light - no change.
maby the easyest way will be moving the background away, so blender will forced to burr it. A big problem is it, if your background is also stand still. vor example, a image sekuense or animatet modefyer on the background do nothing sadly. Also animating textur nodes also has no effekt on Motion bur... or have it? if anybody now how you can enable motionbur also on Textures or modefyers koment pleaaaas :D
i love u man
how you get motion bur on animated textur/shader nodes, or Modefyers?
i working on an Rany szene, but the problem is, that my shader vor a wet surface doun't have any motion blur. i think the problem is, that blender one on time calkulatet the texture, and than the Kamera rays render the scene whif only one still textur or obedfyer result vor each frame. vor motion its no plrblem to get motion blur, bekaus maby the movement of things dond affekt the kalkulation as mutch? is there a way to calkulate the Texture blur first in Blender befor the frame is redert out? os the textur or the shader is pre-blured? Vor example my problem: i have many waterlike noicemaps, that are moving on top ech other to create a raindfludet surface. is there a way, that i can say: sample 40 steps of time from frame 0-1 and vor next 40 steps vor frame 1-2... so result go in my shader and the cyklesrender kan output motionbur on the teture?
how to see all layers in the preview viewport?
Thanks for this! I added directional blur to a bouncing ball then tried adding an image background (using Image node) but couldn't make the mix node work as it should. Any idea?
And you had transparency on? 🤔
yes, I plugged the alpha to the mix node but the edge was hard with no blur. It seems the solution is to use the Alpha Over node instead of Mix
@@MumuMundo with images that might be the best, I didn't have time to test it with every combo 😅
Can't you use other things instead of (mix)?
ARCANE KNOWLEDGE.