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This option is only provided for backwards compatibility, and isn't always accurate. classic - Render motion vectors the classic (pre- Nuke 6.1) way.Make sure motion vectors is set to one of the following (not off): In your 3D scene, open the ScanlineRender properties and go to the Shader tab. See To use VectorBlur with Third-Party Motion Vectors.
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If possible, you should unpremultiply these images. Several third-party 3D applications can also produce motion vector information as two-channel, floating point images that you can use with VectorBlur.If you have moving objects in your scene but the camera is static, MotionBlur3D isn’t able to produce any output. However, note that MotionBlur3D only uses camera information to produce motion vectors. Alternatively, if your 3D scene is static or nearly so and the camera movement over the shutter time is nearly linear, you can also use the Filter > MotionBlur3D node.See To use VectorBlur with ScanlineRender or To use VectorBlur with RayRender. This is usually more accurate than using a MotionBlur3D node (described below), and works well with both static and moving cameras as well as both linear and non-linear camera movement. Use the ScanlineRender or RayRender nodes.You can create the necessary motion vectors for use with VectorBlur in several ways: Compared to generating motion blur using the ScanlineRender node’s MultiSample controls, this is less accurate but faster to render. Nuke’s VectorBlur node generates motion blur by blurring each pixel into a straight line, using the values from the motion vector channels (u and v channels) to determine the direction of the blur. To use VectorBlur with Third-Party Motion Vectors.The advantage is that it is usually quicker to render compared to true 3D motion blur.
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This AOV can be used by post-processing software to calculate a 2D motion blur effect. We will talk about the advantages and disadvantages of using this technique compared to true 3D motion blur. The motion_vector AOV outputs a color channel that shows object movement within the scene.
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This tutorial aims to demonstrate how to use the motion_vector AOV in a pool ball scene. There are two methods to generate motion vectors, one using a shader and the other using a built-in AOV that Arnold provides. We will demonstrate how to generate motion vectors for the cases where it is desirable.
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However, it can be sufficient in some cases. This type of motion blur is lower fidelity it does not capture lighting changes as an object moves, nor complex interactions of depth relative to the camera. In some cases where there are severe time constraints, it may be faster to instead output motion vectors and blur the images in a compositing package afterward. This requires using more AA samples to resolve noise from motion blur, but often those samples are needed anyway for noise resulting from the depth of field, direct and indirect lighting, volumetrics, and so on. Motion blur in Arnold is generally best accomplished by using the natural motion blur support, where transforms and vertices of objects are sampled over time from a camera's shutter open to shutter close.