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New Cinematic Motion Blur Method

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  • replied
    ues 4.25 we get good motionblur

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  • replied
    We've been using this for bit as well, it's pretty solid so far.

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  • replied
    Originally posted by qinwangking View Post
    It's been 2 years now. I wonder how this goes. Any plan for public use?
    Is this better than rsmb?
    Have a look here, there is an official method for multi sampling. It's not quite as fast as my own system, but it's a million times more useful. Configurable, professional... the works.
    https://docs.unrealengine.com/en-US/...der/index.html

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  • replied
    It's been 2 years now. I wonder how this goes. Any plan for public use?
    Is this better than rsmb?

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  • replied
    Originally posted by The_Distiller View Post
    Totally agree! Motion blur is one of the weakest links in the chain when it comes to rendering in UE4.
    Keep an eye out for 4.25

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  • replied
    Totally agree! Motion blur is one of the weakest links in the chain when it comes to rendering in UE4.

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  • replied
    Can anyone post a tutorial on this method? I need it so much! Motion blur is the only bottleneck that stops me from totaly refuse from any other rendering software!

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  • replied
    It's entirely unsuitable for games.

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  • replied
    Is it good for games? please answer !

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  • replied
    Originally posted by white_Wings View Post

    You need to update the content example in Epic Game Launcher to version 4.22, but this method is not a good one. It just looks like motion blurring, not real motion blurring.
    Thank you very much. I just now found a concept of content pack having variable amount of content depending on the downloaded version

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  • replied
    Originally posted by Rawalanche View Post

    Does anyone have any idea where to get that M_RadialMotionBlur Material described in this link? The link talks about how to do the radial motion blur using the material, but doesn't explain where to get that material. It's not part of the stock engine content in 4.22, nor is it the part of content examples :/
    You need to update the content example in Epic Game Launcher to version 4.22, but this method is not a good one. It just looks like motion blurring, not real motion blurring.

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  • replied
    Originally posted by Stimpanzee View Post


    I agree. Although this system can be built to be fairly accurate, regarding frame timing, a properly built tool which integrated into the sequencer pipeline would be better for everyone.

    Blueprints have a new-ish function for using sequencer sub frames as a float value. A divisor of the full frame time. Fundamentally though, it's all the same math.

    It wouldn't be all that difficult to script this into sequencer. All the components are built into the engine already, but it's outside of my area of expertise. Someone with some C++ experience could probably figure it out in a week or less.
    Yes, i think so , and if it's real-time, the frame rates of different lenses will produce different burning effects . Thank you very much for your answer .
    Good luck.

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  • replied
    Originally posted by Leedo View Post
    I think UE will fix that issue in upcoming version 4.22 check https://docs.unrealengine.com/en-us/...dialMotionBlur
    Does anyone have any idea where to get that M_RadialMotionBlur Material described in this link? The link talks about how to do the radial motion blur using the material, but doesn't explain where to get that material. It's not part of the stock engine content in 4.22, nor is it the part of content examples :/

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  • replied
    Originally posted by white_Wings View Post

    Thank you for your reply,It's a great way to do it, but in making moves and TV shows, we need a very accurate frame count most of the time, and we burn time codes,mirror numbers,etc. on the screen. Using 'Export Render Target' function can't meet out needs

    I agree. Although this system can be built to be fairly accurate, regarding frame timing, a properly built tool which integrated into the sequencer pipeline would be better for everyone.

    Blueprints have a new-ish function for using sequencer sub frames as a float value. A divisor of the full frame time. Fundamentally though, it's all the same math.

    It wouldn't be all that difficult to script this into sequencer. All the components are built into the engine already, but it's outside of my area of expertise. Someone with some C++ experience could probably figure it out in a week or less.

    Leave a comment:


  • replied
    Originally posted by Stimpanzee View Post


    Unfortunately, we cannot utilize sequencer's built in export tool for capturing frames.

    What you'll need to do is use the "Export Render Target" function in blueprint. In your blueprint, once your accumulation is finished, export that render target to a EXR or PNG file, then start accumulating the next frame.
    Thank you for your reply,It's a great way to do it, but in making moves and TV shows, we need a very accurate frame count most of the time, and we burn time codes,mirror numbers,etc. on the screen. Using 'Export Render Target' function can't meet out needs

    Leave a comment:

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