119 lines
4.0 KiB
ReStructuredText
119 lines
4.0 KiB
ReStructuredText
.. _bpy.types.SceneEEVEE.motion_blur:
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***********
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Motion Blur
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***********
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.. reference::
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:Panel: :menuselection:`Render --> Motion Blur`
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Blender's animations are by default rendered as a sequence of *perfectly still* images.
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While great for stop-motion and time-lapses, this is unrealistic, since fast-moving
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objects do appear to be blurred in the direction of motion,
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both in a movie frame and in a photograph from a real-world camera.
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.. note::
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Motion blur is only available in final renders and is not shown in the 3D Viewport
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and thus :ref:`Viewport Renders <bpy.ops.render.opengl>`.
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Position
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Controls at what point the shutter opens in relation to the current frame.
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Start on Frame
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Shutter is starting to open at the current frame.
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Center on Frame
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Shutter is fully opened at the current frame.
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End on Frame
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Shutter is fully closed at the current frame.
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Shutter
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Time (in frames) taken between shutter open and close.
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Background Separation
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Used by the post-process blur to avoid blurring the background over the foreground.
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Lower values will reduce background bleeding onto foreground elements.
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Max Blur
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Maximum blur distance a pixel can spread over.
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A value of 0 will disable the post-process blur and only use the accumulation blur.
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.. note::
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High maximum blur values may also reduce the quality.
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EEVEE uses a fast post-process vector blur using a vector motion pass.
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This blurs the image between three time steps using pixel velocity.
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This technique is fast and produces clean gradients, but issues can occur at object borders
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or if the motion is locally too complex;
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for example, if there are many vector variations in a small area.
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This technique uses random sampling and the noise amount is proportional to the sample count found in
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:menuselection:`Properties --> Render --> Sampling --> Render Samples`.
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.. note::
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Memory usage (VRAM) will be three times higher for objects using deformation motion blur
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if using post-process blur.
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.. note::
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Alpha blended surface or volumetric effects will not have the correct velocity and will not
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be correctly blurred by this technique. Use the accumulation blur for that.
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Steps
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This controls the number of steps used by the accumulation blur and thus its accuracy.
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More steps means longer render time.
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.. note::
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When using multiple time steps, the render sample count is rounded up to the next multiple
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of steps to ensure even distribution of samples across steps.
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EEVEE splits the render into multiple time steps and accumulates the result
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which is known as Accumulation Motion Blur.
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This technique is precise but requires many steps for clean gradients.
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This is used in combination with the post-process blur to handle the inter-step gaps.
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Each step corresponds to a full scene re-evaluation and can add a lot of overhead to the render time.
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By adding more steps you can also reduce the *Max Blur* options because the post-process blur
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has to cover a smaller distance.
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Example
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=======
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.. _fig-render-motion-blur-properties-example:
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.. list-table::
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* - .. figure:: /images/render_eevee_render-settings_motion-blur_1step-nofx.png
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:width: 310px
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No motion blur.
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- .. figure:: /images/render_eevee_render-settings_motion-blur_1step-fx.png
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:width: 310px
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Only post-process blur.
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* - .. figure:: /images/render_eevee_render-settings_motion-blur_4step-nofx.png
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:width: 310px
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4 time steps without post-process blur.
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- .. figure:: /images/render_eevee_render-settings_motion-blur_4step-fx.png
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:width: 310px
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4 time steps with post-process blur.
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* - .. figure:: /images/render_eevee_render-settings_motion-blur_32step-nofx.png
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:width: 310px
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32 time steps without post-process blur.
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- .. figure:: /images/render_eevee_render-settings_motion-blur_32step-fx.png
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:width: 310px
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32 time steps with post-process blur.
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