Forum Replies Created

  • Baracuda

    January 19, 2007 at 10:29 am in reply to: RSMBvector and FG/BG motion blur depth sorting.

    -> For now you sometimes have to split your render into different passes
    yep but it’s pretty complicated when you have a complexe geometry in movement, for example, a body walking, with crossing legs and arm passing in front of the hips. I can’t split my character into smaller part, like left and right legs.

    -> In some cases (eg the background does not move), you can simply key out zero motion (0.5, 0.5, 0) off the Velocity image to avoid edge artifacts.

    when i do this, it looks like if my character is motion blured, but then cutted out through it’s non blured alpha. in my opinion, the blur should take acount of the Z information, in order to know what to blur “on” and what to blur “behind”.

    An arm passing fast “over” a chest should be blured completely over the chest, and not blured inside the arm boundary and sharp at the arm boundary.

    in the same way if the arm is passing fast “behind” the chest, what we see of the arm should be blured but this should stop at the chest boundary, which is composited OVER the blured arm (and is static, so not blured).

    For the moment, we have some blured part, but sharp edge at the discontinuity of motion…

  • Baracuda

    January 19, 2007 at 10:29 am in reply to: RSMBvector and FG/BG motion blur depth sorting.

    -> For now you sometimes have to split your render into different passes
    yep but it’s pretty complicated when you have a complexe geometry in movement, for example, a body walking, with crossing legs and arm passing in front of the hips. I can’t split my character into smaller part, like left and right legs.

    -> In some cases (eg the background does not move), you can simply key out zero motion (0.5, 0.5, 0) off the Velocity image to avoid edge artifacts.

    when i do this, it looks like if my character is motion blured, but then cutted out through it’s non blured alpha. in my opinion, the blur should take acount of the Z information, in order to know what to blur “on” and what to blur “behind”.

    An arm passing fast “over” a chest should be blured completely over the chest, and not blured inside the arm boundary and sharp at the arm boundary.

    in the same way if the arm is passing fast “behind” the chest, what we see of the arm should be blured but this should stop at the chest boundary, which is composited OVER the blured arm (and is static, so not blured).

    For the moment, we have some blured part, but sharp edge at the discontinuity of motion…

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