Having looked through older posts on the topic I had read that Octane is able to use the motion vectors from Unreal's post process volume. So far I can't seem to get any motion blur via this method.
As much as I would like to use Octane standalone my scene is too heavy on the GPU to send across in a ORBX file so really need to get motion blur with octane image renders through the engine.
Is there any word on how to implement this?
Sequencer Motion Blur
Moderator: ChrisHekman
- ChrisHekman
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The "Octane Overlay/Integrated (Image)" mode should be able to do unreal motion blur yes for the final image as it inserts the octane renderresults into unreal before motion blur is applied.
This approach might not work in all situations, and might blur more that it correct.
Exporting to ORBX is the best approach though, as it does better motion blur on the whole scene while rendering.
GPU loads should not be an issue. In fact it should be lighter on the GPU when you use the sequencer to export to ORBX, close unreal, and then render your sequence out in standalone.
This approach might not work in all situations, and might blur more that it correct.
Exporting to ORBX is the best approach though, as it does better motion blur on the whole scene while rendering.
GPU loads should not be an issue. In fact it should be lighter on the GPU when you use the sequencer to export to ORBX, close unreal, and then render your sequence out in standalone.