Autodesk 12812-051462-9011 User Guide 3 - Page 776
HDR Image Motion Blur mi
UPC - 606121832362
View all Autodesk 12812-051462-9011 manuals
Add to My Manuals
Save this manual to your list of manuals |
Page 776 highlights
the max displace length, not clipped, and contain both positive and negative values. When this option is used, neither Max Displace nor Blue Channel Is Magnitude have any effect. The floating-point format options are: ■ 1 The actual pixel count is written as-is in floating point. ■ 2 The pixel aspect ratio is taken into account such that the measurement of the distance the pixel moved is expressed in pixels in the Y direction, and the X component will be scaled by the pixel aspect ratio. This format is compatible with Autodesk Toxik. Blur Environment/Background When on, motion vectors are generated for the empty background area controlled by the camera movement. NOTE This option does not work when the Scanline rendering algorithm on page 6279 is enabled. HDR Image Motion Blur (mi) Render Setup dialog > Renderer panel > Camera Effects rollout > Camera Shaders group > Turn on Output. > Output button > Material/Map Browser > HDR Image Motion Blur (mi) NOTE Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. This shader applies fast, grain-free motion blur as a post process. It works by using pixel motion vectors stored in the rendering phase and "smearing" these into a visual simulation of motion blur. Like using the rasterizer, this means that features such as mirror images or even objects seen through foreground transparent object will "streak" together with the foreground object. Furthermore, since the motion frame buffer only stores one segment, the "streaks" are always straight, never curved. The major advantage of this method is rendering speed. Scene or shader complexity has no impact. The blur is applied as a mental ray "output shader" that is executed after the main rendering pass. The execution time of the output shader depends on how many pixels need to be blurred, and how far each pixel needs to be "smeared." mental ray Shaders | 6031