Hi
I want to experiment with long exposure renders, hope you guys have some ideas tips.
I found this video by [Cyberalien Alien]
Do you guys have some ideas/suggestions for how to try achieve this effect?
Thanks!
Gavin
Hi
I want to experiment with long exposure renders, hope you guys have some ideas tips.
I found this video by [Cyberalien Alien]
Do you guys have some ideas/suggestions for how to try achieve this effect?
Thanks!
Gavin
I can think of an easy way to do it, but reasonably sure it won’t work in real time. Via the path tracer set to simulate (or some CVars in the MRC), you can record scene animations and it will streak and blur, as the path tracer isn’t being invalidated by the movement and simply continuously accumulating. I’ve used this trick before for stills and it works incredibly well in my experience.
For real-time, things will get more technical. You could do what Control did to achieve the blurring/streaking with the hiss, temporally-reproject the last frame(s) over a certain distance of history, it could probably be done with camera-aligned render targets but I couldn’t quite tell you how.
I would probably try using multiple render targets. Capture frame 1 on a render target A. Capture frame 2 on a second render target B, then add capture 2 and 1 together, then save the output back on target A. Capture frame 3 on target B add it back to A.
Repeat this for as many frames as needed, and then divide the final output by the number of frames or else your image will be ultra over exposed.
Great thanks for the reply, I was playing around with path tracer and and noticed some really nice long exposure effects happening with particles when I turn path tracer on in the view port. The particles blur but animated skeletal meshes seem to remain static.
I would love to know how to get it working in MRC and with a moving skeletal mesh as well.
I have tried to set MRC to render one frame and then set a warm up count to say 100 frames but it doesn’t seem to work.
Would love to know what settings to play with in the MRC and what CVars to try that might work.
I guess the idea would be to set a range of frames to continuously accumulate to produce one rendered frame. Just not sure how to do this!
Thanks again!
Thanks, I just got some feedback from the creator of the reference on youtube and it seems like he used the render targets as well:
“I did this with a multitude of captures added on a render target, I don’t use motion blur, it is natural like on a dlsr capture”
I have haven’t played around with render targets yet but will have a look into it, and see if I can work it out!
Thanks so much for the feedback
If you have any BPs with a basic setup I would love to have a look, bit of a noob with these setups but keen to learn.
I’m in the same boat you are, my work doesn’t involve a lot of BPs beyond some very simple visual effects, so I’d honestly love to see an implementation as well.
Truth be told, I don’t know how one would go about enabling it for MRC, I’ve only ever used simulate to achieve interesting looking stills and light streaking, but never for animation. Also, warm-up for MRC may depend on whether you’re telling the GPU specifically to be part of the warm-up count, as I had some VFX that refused to load in until frame-start because I only told the CPU to run warm-up frames.
Did anybody work out how to do this? I’m not sure how you would capture a render target and then add it to another and then another automatically. Would love to know. Thanks