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Blue*Omega

Real Time Motion Blur

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How? I don''t really care about spped at the moment so how do you make really good looking ones? ----------------------------- Blue*Omega (Insert Witty Quote Here)

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Guest Anonymous Poster
What kind? Full-screen motion-blur like if the camera is moving fast, or just a single object in the scene, like a car driving by real fast?

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Acctually I was going to apply the motion blur to swords and stuff like that in an RPG.

-----------------------------

Blue*Omega

(Insert Witty Quote Here)

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Simpler way.
Store X previous positions of the object in a matrix/whatever.

Use alpha value increasing from the older to the newest position.

This should give you something you''re looking for.

It''s easy and don''t rely on anything specific to some hardware.

-* So many things to do, so little time to spend. *-

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Check this for an article about real motion blur, because displaying previous frames faded out doesn''t have anything to do with real motion blur.

If you want to use it for just swords, you could draw faded polygons at the path the sword has traveled in a short time. So, instead of rendering the sword multiple times, render a two-sided polygon strip at sword''s path, with a blurry texture.

-Jussi

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Do we really care if it''s true or false ?
As long as it looks good it''s okay.
Don''t forget that current 3D graphics heavily rely on approximations to show something that LOOKS good.

However I knew your link, and it''s a great one.

And notice that real motion blur for what this guy want to do is nearly what I explained.
You only have to render the object many times with an alpha = 1/(number of times you draw the object) each time you render it.

Not sure, I thought of it about... 30 seconds



-* So many things to do, so little time to spend. *-

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