Is it possible to have the render view update automatically instead of pressing manually F12 every time as I change motion blur effect properties? This is concerning Render view only and has nothing to do with viewport rendering because motion blur only gets applied in the render view if I am correct.


Use the Message Bus to notify when settings change and then render the image.

import bpy

scene = bpy.context.scene
key = scene.render if scene.render.engine == 'CYCLES' else scene.eevee

def msgbus_callback():

bpy.msgbus.subscribe_rna(key=key, owner=object(), args=(), notify=msgbus_callback)

FYI: this will render also when different settings are changed.

  • $\begingroup$ 10 seconds faster than me, good one! $\endgroup$
    – brockmann
    Jul 17 '21 at 15:15
  • $\begingroup$ @brockmann I know the pain, I wish there was a feedback like with edits, where you see an answer is being edited - for straight-forward answers like this it would save me some time. $\endgroup$ Jul 17 '21 at 15:16
  • $\begingroup$ Ez, no pain. Notice that the OP is asking for cycles motion blur. $\endgroup$
    – brockmann
    Jul 17 '21 at 15:18
  • 1
    $\begingroup$ @brockmann thanks, I didn't read the tags - updated the answer. $\endgroup$ Jul 17 '21 at 15:25

This, much more elaborate code will allow for more interactive blur adjustment - still, sadly, I didn't find a way to cancel current render from script, so it's not as interactive as it could be. Perhaps it could be changed to render with 1 sample first and then increase the number of samples and re-render...

import bpy

class BlurPreviewOperator(bpy.types.Operator):
    """Operator helping with interactive blur preview"""
    bl_idname = "render.blur_preview"
    bl_label = "for usage in a script"
    bl_options = {"INTERNAL"}

    delay = .2  # how long to wait after a change to render
    timer_delay = 0.1  # accuracy of delay depends on this
    timer = None
    last_duration = 0
    rendering = None
    last_shutter = None
    shutter = None
    next_shutter = None

    def render_cancel(self, *args, **kwargs):
        # treating cancel the same way as completing
        # instead could add some more logic to allow the user to cancel once
        # to render the most recent setting faster, or cancel twice
        # to avoid rendering (set self.render_needed = False)
        self.render_complete(*args, **kwargs)
    def render_complete(self, scene, depsgraph=None):
        self.rendering = False
        self.last_shutter = self.next_shutter
    def add_handlers(self, C):
        self.timer = C.window_manager.event_timer_add(self.timer_delay, window=C.window)

    def cancel(self, C):

    def shutter_check(self, C):
        engine = C.scene.render.engine
        path = C.scene.render if engine == "CYCLES" else C.scene.eevee
        shutter = path.motion_blur_shutter
        if self.shutter != shutter:
            self.shutter = shutter
            self.last_duration = self.timer.time_duration
    def execute(self, C):
        return {"RUNNING_MODAL"}    

    def modal(self, C, event):
        if event.type == "TIMER":
            if self.rendering or self.timer.time_duration < self.last_duration + self.delay:
                return {"PASS_THROUGH"}
            if self.last_shutter != self.shutter:
                self.rendering = True
                self.next_shutter = self.shutter
        return {"PASS_THROUGH"}


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