I’m trying to apply a motion blur effect on non-moving objects. Let me explain this contradiction
There are some objects in my scene that move according to their physics. The player can freeze time, temporarily stopping all moving objects. Now I was thinking about an effect that would indicate to the player which objects are frozen but would actually move (and in which direction).
One idea I had is an exaggerated motion blur effect applied to these objects. I’ve been trying to come up with a way to do this, but nothing worked so far. This is about what I’m aiming for (mind that the green cube would not actually be moving in my case, just have a saved velocity vector for when the player unfreezes the game):
The regular motion blur effect affects the entire scene. I can’t seem to mask it to only specific objects in the scene. But even if I could, my frozen objects are obviously not moving, so there would be no motion to blur there.
I could probably create a material that would blur according to some parameters, but as far as I understand this wouldn’t allow a good looking soft edge and would only blur the texture on the object.
I was trying to implement a custom post processing material, but I’m not sure if this is even possible with the available options. Somehow I need to know where to blur and in which direction. I could mask the frozen objects using the custom depth buffer, but that still wouldn’t give me a blur direction.
Any suggestions? Thanks!