I have found that b°wide NodePack contains a blur node! It's called ImageBlur.
What it does is play with the vectors to blur it, something like if a ray comes it collide to multiple points (effectively blurring the texture). I don't know exactly how, but here is a screen capture of the node expanded.
Note that in the background I have used it for testing ...
Motion blur will not work because the object doesn't move in the scene. What you need to do is to blur the texture in the nodes. For it there is nice node group named ImageBlur from the b°wide NodePack. This node will blur the image in all directions, put it between Tex. Coords. and Image Texture nodes. You can control the amount of blur:
To blur only in ...
Cycles (as of Blender 2.67) does not support fluids blur yet.
A GSOC 2013 project might bring that feature soon.
For now, as a work around, you can try:
Render your primary pass in cycles. Save to EXR.
Render the same scene in Blender Internal, save the Z and Vector pass to another EXR.
Combine the two set of EXRs with Nodes with a vector blur ...
One way to do this:
Set the depth of field to your liking and keep the focus on the object you want sharp, even if adjacent objects on the same focal plane look sharp.
Separate the object in focus in one layer and the rest a different layer.
Assign the layers to different render layers.
On the compositor choose the render layer with the objects you want to ...
Sadly, filter, matte, or distort nodes, like the ones in the compositor, are not available for the textures in the material nodes.
But a work around it is to use the "Map UV" node in the compositor to "remap" or alter the texture of a rendered object, based on the UVs of an object.
On this example the cube and the sphere have a voronoi texture as a ...
To blur such a procedural texture, you can't simply add a 'blur' node or similar. Instead, you need to manipulate the input Vector to distort the texture and then rely on the Render Samples to produce the blurring.
One easy way of achieving this is to add the nodes shown.
Use the relevant output of the Texture Coordinate node (Generated, Object, UV, etc) ...
This method will help you to blur an image in cycles (not using compositor)
The b°wide NodePack has a node group called IMAGEBLUR which can blur a texture in cycles.
The download is on blendswap.
Download the 'b-wide node pack' and follow the instructions:
Unpack the downloaded file
Open BLENDER, go to the cycles material node editor, and setup image ...
You can't do that with a PNG.
What you need there is to make some transparent pixels luminescent, and that's only possible with an associated (sometimes called "premultiplied") alpha channel.
PNG uses unassociated alpha. That means that the alpha over operation will multiply the alpha on the foreground plate as part of the operation, destroying the ...
Starting from this situation,
You can use the smooth tool :
Go in weight paint mode
Activate vertex selection (the little icon on the bottom of the screen indicated by a cube with one vertex in yellow)
Select your vertices A
Then in the weight paint tools panels click on 'smooth'
One done, go to the operator options and select 'all groups'
Then tune the ...
I think you mean the motion blur effect.
In Cycles render engine, you can first animate the propeller with a very fast rotation, and toggle Motion Blur in Render tab, then set a appropriate Shutter time:
For Blender Internal render engine, there is also a Sampled Motion Blur panel in the Render tab:
For compositing, you can enable Vector pass in Render ...
From this bug report:
When the input image file is not available, what happens is that the mix node will still try to use the resolution of the first input as the resolution of the output, which doesn't work well because the non-existent file specifies a (0,0) resolution - thus the black image (there are simply no pixels that would be mixed with the ...
There is a fundamental problem with glows. Glow cannot be merged into a composite with alpha, because such layer is then composited using the 'mix/normal' color operation. What you need is having the glow separate and combine it with add/dodge. Here is the explanation:
If the Glow layer (foreground) is lighter than Background, the Normal/Mix color operation ...
Alpha compositing with associated (often called "premultiplied") plates allows luminescent transparent pixels to be composited.
You just need to make sure that you are saving to a format that allows associated alpha (exr, for instance) and that the program that will do the compositing can interpret that alpha channel correctly (i.e. that it doesn't multiply ...
Since this property cannot be animated or driven, the only thing left is to control it with script:
# modify this function if you want
return math.pow(4.75, (frame-30)/50) - 0.75
# this code will be run on every frame change
scene.render.motion_blur_shutter = function(scene....
There are many ways of doing this, here is how I would do it.
First, go to the render layers tab of the properties view and enable an environment pass under the passes rollout.
Then make sure you have checked transparent under render properties > film rollout.
Then you can blur just the environment pass in the compositor and mix it into the render using a ...
You could try using Blender's Displace node fed with a Voronoi texture. If the displacement is to rough then apply some gentle blur also driven by the texture.
To achieve the daubed paint effect I have added a Bilateral blur node to constrain the blur. I feed this with a mixture of the source image and the Voronoi texture.
The VSE is well designed to do a simple task like this, and you can do an OpenGL render if you are impatient! ;-)
You can make a blender project with predetermined dimensions, eg 1280 by 720, making a vertical narrow image.
All media dragged into the VSE will "Auto-resize" to fit these dimensions.
Drag in an image, select it and press Ctrl-G to make a ...
Set the lenses object pass index to a value of 1
Then under the layers panel use the passes dropdown and enable Object Index
Render that out and then head over to the compositor. Create a node setup as illustrated by the image below:
As you can see by this render, I believe it resolves your problem.
Hope this helps.
One way to get an effect like this is by using a noise texture to vary the Size input of a blur node. Note that Variable Size must be enabled:
By mixing different sizes and types of noise textures, and perhaps throwing in a bit of displacement, you can control the effect to get any sort of look you want. For example:
Since I figured out the answer, I'll answer my own question.
Blender's Video Sequence Editor is an awesome tool; however, it lacks some functionality like some effects the Compositor has.
For example, there is no Fast Gaussian Blur which is a lot faster than the normal Gaussian Blur with a minor margin of error (see this page for a comparison; it's not ...
What you are asking for seams more like ghosts of previous frames/numbers or slower fading of those, rather than motion blur.
It can be done several ways, depending on the outcome and render, without resorting to actual motion blur and sampling. Considering that the motion blur would slow renders and the rest of the scene may not need it.
Steps for the ...
You can simulate the ellipsoidal bokeh created by anamporphic lenses by changing the ratio on the depth of field settings.
The defalut value for ratio of 1:1 will give you a circular shape, while a larger or smaller number will make the defocused elements deform in an ellipsoidal shape.
A value higher than 1 will deform the defocused areas on vertical ...
This is related to mipmap settings, you can change in user preferences > systems > mipmap
But this only work inside blender.
In game (standalone) you need a script.
from bge import render
related: Python API
I am afraid that there is no optical flow available in Blender at this time. Optical flow technology uses motion vectors to estimate motion vectors across an image.
To simulate something similar try animating a pseudo mask object that follows the moving 2D image. You can animate it manually or you could use the tracker to follow elements of the animation ...
Look here -> http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Integrator under Motion Blur ... " Viewport rendering currently will not show motion blur." Not yet but maybe one day ;)
From a technical perspective I'd say - viewport is viewport (and has nothing to do with shutter, focal length, aperture etc.) - If you hit F12 you "jump" to your ...