Enabling Motion Blur

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Enabling Motion Blur

Postby fleity » Sun Jul 01, 2018 6:40 pm

fleity Sun Jul 01, 2018 6:40 pm
Hey everyone,
it seems, no matter what I do I can not get octane to render motion blur from unity (or motion vectors for that matter).
Is there any specific procedure I should follow?

thx for your help
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Re: Enabling Motion Blur

Postby Xhed » Mon Jul 02, 2018 11:17 am

Xhed Mon Jul 02, 2018 11:17 am
It's currently not implemented. Please see this post for more information.
- Rick
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Re: Enabling Motion Blur

Postby bwatanabe » Thu Mar 21, 2019 2:47 am

bwatanabe Thu Mar 21, 2019 2:47 am
Has motion blur been enabled for Unity since this post? I see it referenced in the Octane for Unity manual, but I can't seem to get it to work.
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Re: Enabling Motion Blur

Postby bwatanabe » Tue Apr 23, 2019 10:44 pm

bwatanabe Tue Apr 23, 2019 10:44 pm
*bump*
Wondering if motion blur for Unity has been implemented, or if it's on the roadmap?
Thanks.
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Re: Enabling Motion Blur

Postby tombube » Thu Sep 05, 2019 2:19 pm

tombube Thu Sep 05, 2019 2:19 pm
Also wondering about motion blur settings. The Manual references multiple options on controlling it through the PBR Render Target, but there seems to be duplicate options (According to the manual, the "Time" and "Shutter Time" settings do the same thing) and trying the settings out doesn't do anything.

I am thinking of implementing fake motion blur using screen space motion vector data from Unity myself (Similar to "A reconstruction filter for plausible motion blur" or other postprocess methods), but would much rather have actual motion blur through the path tracer itself.
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