矢量(运动)模糊节点

../../../_images/compositing_types_filter_vector-blur_node.png

矢量模糊节点。

矢量模糊节点应用**非**物理性采集 Motion blur 的方法。在2D空间运用矢量速度渲染要进行模糊图像像素的通道。

输入

图像
图像输入,与 "合并" 渲染通道相关联。
Z通道
Z深度,与 "深度" 渲染通道相关联。
速率
“矢量”渲染通道的输入连接端口。参看 Cycles render passesBlender internal render passes

属性

采样
品质系数。
模糊
运动矢量(实际帧“快门速度”)的缩放系数。
速率

矢量模糊生成条纹状,线状等人为效果。为避免这些问题,在将要模糊的像素上应用滤镜限制其产生范围。速度设置为以像素为单位。

速度最大值
最大速度的阈值。当像素移动过快可人为干预这种情况的发生。
速度最小值
移动像素最小速度的阈值,可从移动的像素中分离几乎不产生运动的像素。尤其当摄影机自身移动时,整个图像将作为矢量遮罩。

输出

图像
运动模糊图像输出。

用途

Even with a correct compositing setup with Image, Z and Speed nodes all linked to the appropriate passes, there may still be artifacts. The 2D render passes does not contain 3D information, and so the information what is behind a moving object or outside the camera view is lost.

Better results can be achieved by rendering the scene into multiple render layers, applying vector blur to each render layer, and then compositing the results together. Typically an animated character would be rendered in a separate render layer than the background set. Especially if hair or transparency is involved this is important.

For other artifacts it can help to slightly blur the Speed pass or to set a Maximum Speed limit. This helps to smoothen out the motion, but too much blurring leads to its own problems.

范例

The speed vector in this example was created by animating the patterned sphere horizontally and using a frame at the mid-point of the sequence.

../../../_images/compositing_types_filter_vector-blur_example-base.jpg

渲染结果,未经后期处理。

../../../_images/compositing_types_filter_vector-blur_example-1.jpg

合成,采样设为32,模糊1.0。