-> 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,
**** I have seen some people use Object Id tags (how to vary per render). It’s tricky due to their non anti-aliased nature and would deserve a tutorial. To handle the background case then (hole where the FG is), one can use RE:Fill otherwise the combination of bg and FG mblur might not total 100% opacity at some pixels.
-> 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”.
**** This will also fail sometimes. Hopefully in some future we will address this better (with more UI to set and longer processing as a result). You can sometimes get better result from the optical flow based plugin for these.
Not what you want to hear but you can sometimes use one to patch the other with a quick very rough very feathered matte. Also the optical flow one allows you to select FROM or TO so you can do the inverse motion of the CG rendered flow, and then just blend the two results maybe.
:: For the moment, we have some blured part, but sharp edge at the discontinuity of motion…
**** If you use the FG matte for FG pass on the MV and FG, and the inverse matte on BG for MV, you should not see some silhouette cutout edge (you might still see some intra-object motion blur anomalies). If so try choking the FG matte by 1.5 pixels to see.