New Cinematic Motion Blur Method

BTW, that’s pretty much what Valve’s Source Film Maker does when you render the animations to video files: slow down the replay and accumulate multiple frames together to produce the video at normal speed with motion blur.

still getting a tutorial on it would be great :smiley:

I think UE will fix that issue in upcoming version 4.22 check Radial Motion Blur | Unreal Engine Documentation

Awesome! Even though it will require a little extra effort to get working, having real time radial blur will be fantastic. One more reason to skip a slow export process!

Edit: Fancy materials FTW!

I’m going give it another shot this week!

I’ve never played around with Film Maker. I’ll have to give it a look sometime. Maybe borrow a few good ideas. lol

Alright a little bit of an update. I have a cold which has made it hard to record a pleasant sounding tutorial. For now I would like to make the learning materials available to check out.

You can download a version of the sequencer project with a extremely simple version of the tool here: Sequencer 4.21.zip - Google Drive

The motion blur blueprint records a defied set of subframes with a 360 degree shutter angle. It uses four render targets. The one named “capture” would be the RT you would want to export.

This is exactly what filmmakers need. I would rather have really good offline renders then real time. I’m new to Unreal, So I am excited to see your upcoming tutorial. And if you made this a Plug-In in the market, I would buy it.

As someone who uses Unreal only to create cinematics/short-films, this would be amazing! Especially now that I’m working on an animation that involves cars…
Hopefully you’ll do that tutorial at some point, it seems like you have a very long cold :smiley:

Awesome! but I encountered some problems in using your tools.

I downloaded your project file, but when I created my own camera, I couldn’t use the blueprint tool to refer to him. Is that my operation problem?

Double check to be certain that your variable type is correct. Also check if the camera is in a sub-level within the persistent level.

To have direct blueprint communication, using this specific method, the blueprints need to be in the same level.

Let me know if that works!

Sorry, I haven’t checked my camera level. The previous camera was in sequence, but there is a new problem. I use motion blur tool to play motion blur , but sequence rendering sequence has no motion blur . Is there something wrong with it?

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

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.

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 :confused:

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.

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 :slight_smile:

Is it good for games? please answer !