#Vpost Mblur
22-Jul-95 20:57:15
Sb: #181546-#Vpost Mblur
Fm: Ronald K. Lussier 71501,1245
To: Jonas Ruikis [ADESK] 73172,1351
Hi Jonas,
You can call me Ron, I just never change my name when I join forums.
>> Were you seeing the crawling effect while viewing *.tga video output or in
the *.flc file. If it was in the *.flc file, did you use a custom palette? <<
I was viewing the flic file. And it occurs with both High and Custom palettes.
>>Scene motion blur as defined on pg 8-137 tries to accentuate motion
especially if the camera is moving while object motion blur, pg 8-72, adds an
addition blur to individual moving objects. In your project file, nothing is
moving. In this case, you could render one frame and use it in video post as a
bitmap entry for as many frames as needed without the overhead of
rerendering.<<
That was just the simplest example I could create to show that it happens. (I
use compositing whenever possible.)
Yes, I use Object motion blur when I can. That's probably why I have taken
this long to find this.
Sometimes I want more than 8 iterations of an object to create the blur.(!)
And many times the camera is not moving at the start or end of the shot. – And
yes, I can use a bunch of entries in VP to change and eliminate the Mblur
(rather involved for a long shot). But with the difference between the
dithering attained from VP Mblurred shots and frames without it, the animation
will have a "pop" in it when I switch to the blurred version, which you want to
do when the camera is moving slowly, so as to avoid _that_ pop, . . and it just
takes more set up time.
I have been extremely pleased the way 3DS has always put out consistant
renders to keep Delta compression high, and was concerned to see that not
available with a favorite feature of mine. If it's not easy to fix, it may not
be worth it. (It's not that easy with many SGI packages, you have to turn
Jitter off & use full anti-aliasing (oversampling). . . tick . . tick . .)
Thanks,
– Ron