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motion_blur.rst
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| Blender's animations are by default rendered as a sequence of *perfectly still* images. | Blender's animations are by default rendered as a sequence of *perfectly still* images. | ||||
| This is unrealistic, since fast-moving objects do appear to be 'moving', that is, | While great for stop-motion and time-lapses, this is unrealistic, since fast-moving | ||||
| blurred by their own motion, | objects do appear to blurred by their own motion, | ||||
| both in a movie frame and in a photograph from a 'real-world camera'. | both in a movie frame and in a photograph from a 'real-world camera'. | ||||
| To obtain such a Motion Blur effect, | To obtain such an effect, | ||||
| Blender can be made to render the current frame and some more frames, | Blender can be made to render the current frame and some more 'virtual' frames, | ||||
| in between the real frames, | in between the actual previous and next frames, | ||||
| and merge them all together to obtain an image where fast-moving details are 'blurred'. | and merge them all together to obtain an image where fast-moving details are 'blurred'. | ||||
| The Human Eye | |||||
| ============= | |||||
| Our brains process about 15 images from each eye in parallel each second. | |||||
| My brain cognates those images together and I perceive motion by comparing the two. | |||||
| If something is moving fast enough, I perceive it to be a blur | |||||
| (either because my rods have some latency in reacting to light, or my brain, | |||||
| in overlaying and differencing the images, somehow merges them in a mix sort of fashion). | |||||
| The POINT IS, I *perceive* a motion blur. | |||||
| In Film | |||||
| ======= | |||||
| To keep us from seeing jumpy motion pictures, | |||||
| we simply doubled the frame rate to 30 frames per second (fps) (24 fps EU). So, the shutter is | |||||
| basically open for a 30th of a second and the film is exposed to the world for that length of | |||||
| time. As things moved in the real world during that time, the film exposure caused the image | |||||
| of the moving thing to be physically blurred or smeared on that frame. | |||||
| When developed and shown, we physically see an image that is blurred. The POINT IS, | |||||
| I *see* a blurred image. | |||||
| In CG | |||||
| ===== | |||||
| In CG, when a frame is rendered, the computer knows exactly where everything should be, | |||||
| and renders it as such. From frame to frame, an object is location A in frame 1, | |||||
| and location B in frame 2. When we show you these two frames at speed (30 fps), | |||||
| the image appears jumpy to us, because somewhere between the eyeballs and the film, | |||||
| there isn't that same blurring as in the real world and film, and we can tell. | |||||
| Motion Blur in Blender | Motion Blur in Blender | ||||
| ********************** | ====================== | ||||
| So, how can we make a blurry CG image? Blender has two ways to achieve Motion Blur: | Blender has two ways to achieve motion blur: | ||||
| Sampled Motion Blur | Sampled Motion Blur | ||||
| =================== | ------------------- | ||||
| This method is slow, but produces better results. | This method is slow, but produces better results. | ||||
| It can be activated in the motion blur section in the render options panel. | It can be activated in the motion blur section in the render options panel. | ||||
| It is done at render time. | |||||
| Motion Samples | Motion Samples | ||||
| Set the number of samples to take for each frame. | Set the number of samples to take for each frame. The higher the samples, the | ||||
| smoother the blur effect, but the longer the render, as each virtual intermediate | |||||
| frame has to be rendered. | |||||
| Shutter | Shutter | ||||
| Time Taken in frames between shutter open and close. | Time (in frames) the shutter is open. If you are rendering at 24 fps, | ||||
| and the Shutter is set to .5, the time in between frames is 41.67 ms, so the | |||||
| shutter is open for half that, or 20.83 ms. | |||||
| Vector Blur | Vector Blur | ||||
| =========== | ----------- | ||||
| :doc:`Vector Blur </composite_nodes/vector_blur#vector-based_motion_blur>` | :doc:`Vector Blur </composite_nodes/types/filter/vector_blur>` | ||||
| is faster but sometimes has unwanted side-effects - which can be avoided, though. | is faster but sometimes has unwanted side-effects - which can be avoided, though. | ||||
| Vector blur is a process done in compositing, by rendering the scene without any blur, | Vector blur is a process done in compositing (post-render time), by rendering the | ||||
| plus a pass that has movement information for each pixel. | scene without any blur, plus a pass that has movement information for each pixel. | ||||
| This information is a vector map which describes a 2d or 3d direction and magnitude. | This information is a vector map which describes a 2d or 3d direction and magnitude. | ||||
| The compositor uses that data to blur each pixel in the given direction. | The compositor uses that data to blur each pixel in the given direction. | ||||
| Examples | Examples | ||||
| ******** | -------- | ||||
| To better grasp the concept, let's assume that we have a cube, | To better grasp the concept, let's assume that we have a cube, | ||||
| uniformly moving 1 Blender unit to the right at each frame. This is indeed fast, | uniformly moving 1 Blender unit to the right at each frame. This is indeed fast, | ||||
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| Hints | Hints | ||||
| ***** | ----- | ||||
| If Motion Blur is active, even if nothing is moving in the scene, | If Motion Blur is active, even if nothing is moving in the scene, | ||||
| Blender actually 'jitters' the camera a little between an 'intermediate' frame and the next. | Blender actually 'jitters' the camera a little between an 'intermediate' frame and the next. | ||||
| This implies that, even if Anti-Aliasing is off, the resulting images have nice Anti-Aliasing. | This implies that, even if :doc:`Anti-Aliasing </render/internal/antialiasing>` is off, | ||||
| MBLUR-obtained Anti-Aliasing is comparable to Anti-Aliasing of the same level, | the resulting images have nice Anti-Aliasing. | ||||
| Motion Blur-obtained Anti-Aliasing is comparable to Anti-Aliasing of the same level, | |||||
| but is generally slower. | but is generally slower. | ||||
| This is interesting since, | This is interesting since, | ||||
| for very complex scenes where a level 16 Anti-Aliasing does not give satisfactory results, | for very complex scenes where a level 16 Anti-Aliasing does not give satisfactory results, | ||||
| better results can be obtained using *both* Anti-Aliasing and MBlur. | better results can be obtained using *both* Anti-Aliasing and Motion Blur. | ||||
| This way you have as many samples per frame as you have 'intermediate' frames, | This way you have as many samples per frame as you have 'intermediate' frames, | ||||
| effectively giving oversampling at levels 25, 64, 121, 256 if 5,8,11,16 samples are chosen, | effectively giving oversampling at levels 25, 64, 121, 256 if 5,8,11,16 samples are chosen, | ||||
| respectively. | respectively. | ||||
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