This particular frame was rendered with the physical renderer. Unfortunately, there is no postpro control on the motion blur, and the frame took 30 minutes to render - highly impractical.
Watch the area, where the two balls overlap - I think that the physical renderer doesn't get it right, but I'm not 100% sure, how the motion blur phenomenon would work on a real cam in this case.
So, we have at least three different objects moving at different speeds
- the white ball (strong movement)
- the other balls (motion blur through camera)
- the table texture with different motion blurs depending on distance from camera.
- High importance: physical renderer and go to a render farm
- Pro: perfect(?) motion blur, physical accuracy
- Contra: Problem with setting up the other passes (more research needed)
- Low importance: plugin in AE
- Pro: adjustable in post, might catch the above problem
- Contra: Doesn't look perfect, complicated object buffer handling, more overhead
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