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ENDA Episode 221 → The time when ENDA fights with a fire sword (Part 6) 1 min read
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ENDA Episode 221 → The time when ENDA fights with a fire sword (Part 6)

So we take the logical step: we shuffle-copy the motion-vector channels from the AOV into our simulation, then...

By Gonzalo Castaneda
ENDA Episode 221 → The time when ENDA fights with a fire sword (Part 6) Post image

In a previous episode, we mentioned that we’d start addressing motion blur, and I know what you’re thinking:

“It’s as simple as plugging the motion-blur AOV into a node and calling it done.”

Sorry to break it to you, but once again… it’s not always that simple.

In the video below, you’ll notice that the motion-vector AOV only contains forward and backward channels. That can sound confusing until we bring in the VectorBlur node.

Inside VectorBlur, motion blur is driven by UV motion vectors, and the channel list lets us choose whether we want to use the forward or backward vectors.

So we take the logical step: we shuffle-copy the motion-vector channels from the AOV into our simulation, then set VectorBlur to use one of them, in this case, the backward channel.

Next, we choose the MV preset, which tells the node how to interpret the motion vectors depending on the renderer format. Different render engines can produce different results, so after testing the available presets, we landed on PRMan, because it gave us the cleanest motion blur for this shot.

Now that the motion blur is behaving properly, we can move on to the next step.

Which one?

Well, that will be for a future episode.

The journey continues...

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