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View Full Version : Disabling Camera-based Motion Blur


redforty
08-02-2006, 11:15 PM
Does anyone have any ideas for disabling motion-blur caused by camera movement?

Here's the setup:
I have a scene in which a car flies past the camera. But as the car passes closely, I want to achieve a bullet-time effect but with the physical motionblur of the car and background still applied.

So I tried setting up a camera to do its pan-around between frame 6 and 6.2 and render 'by frame' at .01, but the camera causes way too much motionblur to work.
And for the life of me, I can't figure out how to disable motionblur on the camera.

I'm using MentalRay's Exact(Deformation) 3dblur to be able to get really high detailed images.
Also, render time is not an issue, so if it takes days to render a frame, so be it.

Thanks!

mindsample
08-03-2006, 09:29 AM
So you want the object to motion blur if it transforms, but if it stays still and just moves on screen because the camera is i.e. panning you want it to not blur?

I dont think that is possible, it seems to be fundamentaly contradictory as the motion blur is a result of exposure determined by shutter speed, thus the actual result of using a camera! Taking it out of the occasion would be removing the source of having it in the first place ...

But naturally you can tweak the settings so the object will blur very minimal even if close to the lense!

redforty
08-04-2006, 09:44 AM
Well, I basically want bullet-time but with the motion-blur still there.
The Mental Ray 3dblur seems to be the most effecient at doing this.

So I came up with a short work-around:
I took the frame at which I would 'stop-time' and create keyframes on either side, essentially cutting off the action into one frame of movement. I cycled those two keyframes pre- and post-infinity.
That way, the object is stuck moving from point A to point B as long as it cycles.

I then moved the camera around it freely in normal time.

This method also allows me to render on the farm. (Because before I was cheating with the 'by frame' attribute)


The only problem with this method is that time is FROZEN for that object. Therefore, if I need to still have some movement (say I wanted only 1/10th the speed), this will not work!

The only other solution I can think of to do it is to recreate the camera-drum rig they used to film real 'bullet-time' effects (ie. The Matrix). Meaning, I would spread cameras along a path around the object to take a still sequentially at a .1 frame interval.
God knows I can't script worth biscuits, so I'm screwed unless someone makes this.

Or this would all be fixed if I could turn of motion blur caused by camera movement.

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08-04-2006, 09:44 AM
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