Motion Blur tests
Posted: Thu Oct 01, 2009 1:18 am
To achieve motion blur all you need is to render a very brief object animation sequence and then combine those images into one with an external program. Here's a simple test with a soccer ball, 100 animation frames loaded at once in GIMP via "Open as layers" and then combined with a single click using the "stack" plugin for GIMP. I used Morisdov's "proper animation" for this scene, but you can use SketchyPhysics if you want physically modeled interaction between objects. This sequence took 32m48s to render in my old Core 2 Duo.
I let each frame render for only one pass in Exterior animation mode. The advantage of doing motion blur this way (via individual animation frames) is that you can control the amount and the portion of motion you want in your image in post-production, by simply selecting different portions of the sequence for merging into the final image. These were produced from the same sequence. And yes, I should have worked on the soccer ball materials a little more, but I just wanted to test the concept.
Update: It works with CMD's Mover plug-in, too:
http://www.forums.sketchucation.com/vie ... lit=+mover
In fact, it works even better, as the Mover plug-in does not seem to have acceleration/deceleration at the start and end of the transition, as "proper animation" does, so you have constant speed movement for your motion blur experiments.
http://www.forums.sketchucation.com/vie ... lit=+mover
In fact, it works even better, as the Mover plug-in does not seem to have acceleration/deceleration at the start and end of the transition, as "proper animation" does, so you have constant speed movement for your motion blur experiments.