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manual/composite_nodes/types/filter/vector_blur.rst
| .. TODO/Review: {{review|copy=X}} . | |||||
| Vector (Motion) Blur Node | |||||
| ========================= | |||||
| .. figure:: /images/Tutorials-NTR-ComVecBlur.jpg | |||||
| Vector Blur node | |||||
| Motion blur is the effect of objects moving so fast they blur. | |||||
| Because CG animations work by rendering individual frames, | |||||
| they have no real knowledge of what was where in the last frame, and where it is now. | |||||
| In Blender, there are two ways to produce motion blur. The first method | |||||
| (which produces the most correct results) | |||||
| works by rendering a single frame up to 16 times with slight time offsets, | |||||
| then accumlating these images together; | |||||
| this is called Motion Blur and is activated on the Render panel. The second (and much faster) | |||||
| method is the Compositor node Vector Blur. | |||||
| To use, connect the appropriate passes from a Render Result node. | |||||
| .. note:: | |||||
| Make sure to enable the Speed (called Vec) | |||||
| pass in the Render Layers panel for the render layer you wish to perform motion blur on. | |||||
| Maximum Speed: Because of the way vector blur works, it can produce streaks, | |||||
| lines and other artifacts. These mostly come from pixels moving too fast; | |||||
| to combat these problems, the filter has minimum and maximum speed settings, | |||||
| which can be used to limit which pixels get blurred (e.g. if a pixel is moving really, | |||||
| really fast but you have maximum speed set to a moderate amount, it won't get blurred). | |||||
| Minimum Speed: Especially when the camera itself moves, | |||||
| the mask created by the vectorblur node can become the entire image. | |||||
| A very simple solution is to introduce a small threshold for moving pixels, | |||||
| which can efficiently separate the hardly-moving pixels from the moving ones, | |||||
| and thus create nice looking masks. You can find this new option as 'min speed'. | |||||
| This minimum speed is in pixel units. | |||||
| A value of just 3 will already clearly separate the background from foreground. | |||||
| .. note:: Hint | |||||
| You can make vector blur results a little smoother by passing the Speed pass through a blur node | |||||
| (but note that this can make strange results, | |||||
| so it's only really appropriate for still images with lots of motion blur). | |||||
| Examples | |||||
| -------- | |||||
| An in-depth look at how to use the Vector Blur node | |||||
| :doc:`can be found here </ls/composite_nodes/types/filter/vector_blur>`. | |||||
| As far as we know, this node represents a | |||||
| `new approach to calculating motion blur | |||||
| <http://www.blender.org/development/release-logs/blender-242/vector-blur/>`__. | |||||
| Use vector blur in compositing with confidence instead of motion blur. In face, | |||||
| when compositing images, it is necessary to use vector blur since there isn't "real" motion. | |||||
| In this `example blend file <http://download.blender.org/demo/test/driven_hand_blur.blend>`__, | |||||
| you will find a rigged hand reaching down to pick up a ball. Based on how the hand is moving | |||||
| (those vectors), the image is blurred in that direction. The fingers closest to the camera | |||||
| (the least Z value) are blurred more, and those farther away (the forearm) | |||||
| is blurred the least. | |||||
| Known Bugs | |||||
| ---------- | |||||
| FIXME(Template Unsupported: Version;{{Version|2.44}}) | |||||
| Does not work when reading from a multilayer OpenEXR sequence set | |||||