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VectorBlur

Morev1coreNeeds full input

Overview

Blurs along motion vectors — real per-pixel motion blur from a MotionVectors pass or a renderer's vectors.

How to

How-to

  1. Wire the image and a motion-vector pass (or a MotionVectors); set shutter_offset.
  2. Real per-pixel motion blur from the renderer's own vectors.

Inputs

InputWhat it takes
inthe image this node works on
masklimits the effect to this matte — the engine's universal mask slot, applied for every node that declares it

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
channelsChoicergbaWhich channels this node writes: rgba, rgb (alpha passes through untouched), alpha only, all, or none (bypass). Everything unselected comes straight from the input — same as Nuke. allrgbargbalphanone
shutterFloat0.5Shutter time as a fraction of a frame: 0.5 = 180°. How long the blur smears.
shutter_offsetFloat0.0Shift the shutter interval, in frames: negative starts it before the frame.
samplesInt9How many sub-steps the effect integrates over. More is smoother and slower.
levelsInt4Pyramid depth of the motion solve. Each level doubles the motion that can be found; more than the frame has is noise.
windowInt3Half-width of the motion solver's matching window. Larger is more robust and less local.
iterationsInt4Refinement passes per pyramid level of the motion solve.
referenceFloat1.0Which neighbouring frame the motion is measured against: +1 = the next frame, −1 = the previous.
disabledBoolfalseBypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back.
labelTextA note shown under the node in the graph — what this node is FOR. Never affects the render or the cache.
hide_inputBoolfalseDraw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap).