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View Full Version : MotionBlur in SlowMotion!?


tinitus
07-21-2008, 08:36 AM
I am currently working on a shot in which a realtime animation suddenly becomes slowmotion..
So I wanted to keep the motionBlur of the realtime animation in the slowmotion part otherwise it would look ugly..
By just increasing the motionBlur I hadnt any luck..
Is there a work around?
Maybe a way to "freeze" the motionBlur calculation of the moving objects?
thx for any help!

drmz
07-21-2008, 09:57 AM
Mayby you can render your slow motion sequence in realtime but raise the frames per second to slow it down in post production? Like real cameras work...

tinitus
07-21-2008, 10:20 AM
this is kind of an bullet time shot..so a postpro slomo wouldnt work because of a lack of frames during the slowmotion time..
rendering everythin in slowmotion and than just speeding up the realtime part would increase the rendertime too much..anyhow..I am trying on rendering everything with an motionVector Pass .. but with a lot of particles flying around I am wondering wether the postpro motionblur is good enough..well we'll see!

drmz
07-21-2008, 10:32 AM
Increasing the fps for you slo-mo sequence you will give you enough frames to slow it down later, right? For example if you need it 10 times slower just render 250 fps instead of 25 default.
But i donīt know how motion blur is calculated in maya - mayby itīs not working. A real high speed camera is workinglike this with up to 1000fps.

tinitus
07-21-2008, 11:37 AM
this is nice idea but would increase the rendertime inefficently..
still working on this motionvector thing..

Sharky0815
07-21-2008, 01:27 PM
Increase the shutter angle on the camera node.

CarlRiver
07-21-2008, 06:27 PM
Wouldn't decreasing the 'by frame' parameter in the render globals do the trick? If you set it to .1 or whatever you need you should get your slo-mo with the same blur strenght as the real-time sequence. Haven't tried this myself yet, but as they say "this might just work".

CiaranM
07-22-2008, 03:30 AM
Go for motion vectors, then you can exaggerate motion blur when you need to in post. BTW, why do you want the same motion blur in slow-mo as you have in realtime? If you're going for a bullet-time effect i.e. mimicing a high speed camera, there should be comparatively little motion blur, since the frame rate is so high. It will look really out of place if your animation is running super slow motion with big motion blur trails.

tinitus
07-22-2008, 10:54 AM
Sharky0815 - thx but its kind of the same way like increasing the blur value..I have to key it and it looks odd

CarlRiver - haha..thats a brilliant idea..did work for a testrendering..but with all my particles flying around and animations its not really working as good..maybe I'll give it another try later on!
thx anyway!

CiaranM - the motionblur is kind of an style thing in this shot..Im not going for physical correctness and imitating real cameras..when I have a shot and it looks ugly then I like to go beyond the boundry of this so often used and holy spoken word "physical correct"
anyhow..motionVector didnt work for me .. because so many particles are flying around that the postpro blur is producing a lot of errors..
but thx for the reply!

anthonymcgrath
07-22-2008, 04:07 PM
hey tinitus - if theres so many particles flying around have you tried breaking up the shot into a few layers so that way you can work a bit more flexibly with it? I think motionvectors and post blur would work well if there's less to deal with this way but I guess it does depend on how much your particles play around with one another?


I personally prefer the "by frame" and setting it it 0.2 or something effectively giving me 120fps (if I'm animating at 30fps). However this may be slower for you as you said.

you got a pic you can put up?

tinitus
07-23-2008, 09:19 AM
hej anthonymcgrath - yeh am giving it another try right now..did make the animation longer so I could let the "by frame" value at 1..giving it a "0.1" value it made strange errors..
well now I am trying to render with MentalRay and it works perfectly fine till one frame it suddenly stops and this error message appear:

// Error: (Mayatomr) : unexpected internal exception during scene rendering, please report //
// Error: (Mayatomr) : unexpected internal exception during scene cleanup, please report //

whats with that?
tried a lot!
still this message..
when I turn off the motionBlur it renders again..turning it back on it gives me the error again.
there is nothing special happening in this frame
and its just that frame..

even if its just one frame..its this frame which is missing and which I cant render..thats kind of annoying..

anthonymcgrath
07-23-2008, 10:13 AM
is that through batch rendering? Try just rendering out that frame from the timeline in your render window and save it out lol :)

I have no end of errors with batch rendering in MR. I even had some strange probs where bits of geometry on my robot character (check my robot anim in my sig to see what I'm going on about) just stayed put whilst the rest happily animated?!! However I render it in the render window and no probs?!! why?!!

now I just have a script that steps forward one frame on the timeline and renders it in the window in the software (instead of command line). didn't crash once... took alot longer overall though

but if its just one frame in your case maybe this is the best way to get that frame out?

hope that helps

tinitus
07-23-2008, 11:11 AM
hehe no..
the error appears when Im trying to render it in the viewport..
the batch render just crashes!
wouldnt complain here when the solution would be that simple :)

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