Motion blur gives artifacts when changing the camera #79637

Closed
opened 2020-08-08 08:50:09 +02:00 by pistol ioan · 12 comments

**System Information:**Operating system: Windows 10
Graphics card: RTX 2080Ti
CPU: Intel i9 9900K

**Blender Version:**Broken: Last 2.90 Beta a93be410c9

**Short description of the error:**When changing the camera while having motion blur activated is gives artifacts in Eevee,

**Exact steps for others to reproduce the error:**Open the file motion blur bug.blend in the Blender 2.9 and then press F12 and render the image and you will see artifacts because of the motion blur.

Is pretty obvious that is because motion blur doesn't take into consideration when the camera is changed and calculates the frames from the next camera as well. And it should calculate the frames only from the current camera.

457itled.jpg

10099.jpg

10100.jpg
motion blur bug.blend

**System Information:**Operating system: Windows 10 Graphics card: RTX 2080Ti CPU: Intel i9 9900K **Blender Version:**Broken: Last 2.90 Beta a93be410c974 **Short description of the error:**When changing the camera while having motion blur activated is gives artifacts in Eevee, **Exact steps for others to reproduce the error:**Open the file motion blur bug.blend in the Blender 2.9 and then press F12 and render the image and you will see artifacts because of the motion blur. Is pretty obvious that is because motion blur doesn't take into consideration when the camera is changed and calculates the frames from the next camera as well. And it should calculate the frames only from the current camera. ![457itled.jpg](https://archive.blender.org/developer/F8758140/457itled.jpg) ![10099.jpg](https://archive.blender.org/developer/F8758141/10099.jpg) ![10100.jpg](https://archive.blender.org/developer/F8758142/10100.jpg) [motion blur bug.blend](https://archive.blender.org/developer/F8758146/motion_blur_bug.blend)
Author

Added subscriber: @istoltoto

Added subscriber: @istoltoto
Contributor

Added subscriber: @RedMser

Added subscriber: @RedMser
Author

Is possible to be fixed in the following days? As we just finish our animation and we want to start to render this week.
Looking forward,

Is possible to be fixed in the following days? As we just finish our animation and we want to start to render this week. Looking forward,
Member

Added subscribers: @fclem, @lichtwerk

Added subscribers: @fclem, @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

CC @fclem

CC @fclem
Author

Can we have an answer on this, please?
Will be a shame for us to start the rendering now and find out that is solved after a few days 😅
But more important we gonna lose monies, as we render on aws.

Can we have an answer on this, please? Will be a shame for us to start the rendering now and find out that is solved after a few days :sweat_smile: But more important we gonna lose monies, as we render on aws.

If you need a workaround, just render the animation shot by shot with only one camera.

As of when it will be fixed, I think I can fix that today.

If you need a workaround, just render the animation shot by shot with only one camera. As of when it will be fixed, I think I can fix that today.

This issue was referenced by 2218b61e8e

This issue was referenced by 2218b61e8ea76b6cf139b3ba76e430f60d691211

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Clément Foucault self-assigned this 2020-08-12 18:09:04 +02:00
Author

👏 👏 👏 Amazing news!!!!

But I can't render with one camera, because we make the scene layout using just one camera that we animate from one location to another (so we don't have to bother with 2 cameras to have more artistic freedom) (we use this method for faster management of the camera animation and keyframes because if we use 2 camera with binds that will be harder to manage and edit)
In our case, we use 1 camera, and later we use a trick to duplicate to have 2 cameras, >make a single user and expand the time of each shot in order to don't calculate the frames when camera change.

example: https://youtu.be/_0bdg4Vj1_g

However, thank you for solving this, we can render our animation with motion blur!!

:clap: :clap: :clap: Amazing news!!!! But I can't render with one camera, because we make the scene layout using just one camera that we animate from one location to another (so we don't have to bother with 2 cameras to have more artistic freedom) (we use this method for faster management of the camera animation and keyframes because if we use 2 camera with binds that will be harder to manage and edit) In our case, we use 1 camera, and later we use a trick to duplicate to have 2 cameras, >make a single user and expand the time of each shot in order to don't calculate the frames when camera change. example: https://youtu.be/_0bdg4Vj1_g However, thank you for solving this, we can render our animation with motion blur!!
Author

Later we think to create a script to do this automatically 👍

Later we think to create a script to do this automatically :thumbsup:
Thomas Dinges added this to the 2.90 milestone 2023-02-08 16:25:41 +01:00
Sign in to join this conversation.
5 Participants
Notifications
Due Date
No due date set.
Dependencies

No dependencies set.

Reference: blender/blender#79637
No description provided.