CompuServe Messages

#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