Blender’s animations are by default rendered as a sequence of perfectly still images. While great for stop-motion and time-lapses, this is unrealistic, since fast-moving objects do appear to be blurred in the direction of motion, both in a movie frame and in a photograph from a real-world camera.
If there are particles or other physics system in a scene, be sure to bake them before rendering, otherwise you might not get correct or consistent motion.
Controls at what point the shutter opens in relation to the frame.
- End on frame
- Center on frame
- Start on frame
- Shutter Speed
- Time between frames over which motion blur is computed. Shutter time 1.0 blurs over the length of 1 frame, 2.0 over the length of two frames, from the previous to the next.
- Shutter Curve
- Curve defining how the shutter opens and closes.
- Shutter Type
Replicates CMOS cameras by rendering a rolling shutter effect using scanlines.
- Top Bottom: Renders rolling shutter from the top of the image to the bottom.
- Rolling Shutter Duration
- Controls balance between pure rolling shutter effect and pure motion blur effect. With zero being no rolling shutter and one being all rolling shutter.
An object modifier setup that changes mesh topology over time can not render deformation motion blur correctly. Deformation blur should be disabled for such objects.
Common examples of this are animated Booleans, Deformation before Edge Split, Remesh, Skin or Decimate modifiers.
Each object has its own settings to control motion blur. These options can be found in the Object tab of the Properties editor. See object setting for more information.