I'm trying to achieve some particle motion blur for a graphic I'm designing. Using cycles in v3.3, which comes with various blur options. I want to be able to control the blurring of different objects, even the the point of choosing how many frames to blur over, and a custom shutter curve similar to that found in
Render Properties > Motion Blur.
By checking off
Render Properties > Motion Blur I have the following:
However, I want to add in motion blur for many objects (particles and other objects). So then I turn
Render Properties > Motion Blur on.
I have quite a wide filter (200 frames) to generate a blur path. Unfortunately this also acts on the
dynamic paint > waves effectively removing the effect from my scene (which I want to emphasize as much as possible. Note that I have not enabled
Object Properties > Motion Blur for the background plane. Sorta surprised me that it would be blurred as a result of being "off".
To get to something much closer to not being blurred, I manually change the object blur modifier by turning on
Object Properties > Motion Blur and ensuring the steps is set to it's minimum (1). Note that unless
Deformation is checked, the waves will still be blurred. Interesting how you can turn on this blur to override the global blur (but still can't remove the blur window to 0 ahahaha).
I've never used the compositor before, but I've seen some answers suggesting to use the compositor with either ID Mask or Cryptomatte methods to generate the blur on a particular set of objects - I'm not sure how to go about setting up the compositor properly though, particularly
- Setting up the necessary inputs on Render Layer node (such as velocity? or objects?),
- How to create a "shutter curve" to shape the blur effects.
- How to re-combine separately blurred images in the compositor for a final result
This answer had a start at trying to do some of these things, but I'm not sure it's quite what I'm asking, certainly not a direct mapping from the engine render motion blur.