Are there any ways to use motion blur with TrackedCam compound?
It would help to add realistic look!
Thanks
Are there any ways to use motion blur with TrackedCam compound?
It would help to add realistic look!
Thanks
Hi,
We suggest turning off Motion Blur in our documentation: https://aximmetry.com/learn/tutorials/for-aximmetry-de-users/using-tracked-cameras-and-augmented-reality-with-an-unreal-scene/#camera-tracking
You can reenable it in Unreal Editor: Edit / Project Settings / Engine / Rendering / Default Settings - Motion Blur = ticked
Sadly, Unreal allows very limited control over Motion Blur.
You can control it by adding PostProcessVolume(s) and changing Rendering Features - Motion Blur in the PostProcessVolume.Note that PostProcessVolumes are applied when a camera is inside the volume's areas.
In theory, you could make a PostProcessVolume for the whole map and control its values from a blueprint. The blueprint could get its values from Aximmetry.
Warmest regards,
@Eifert: Sorry, but that’s just not accurate information. Real cameras have motion blur and to get photorealistic results it needs to be emulated with virtual cameras as well. Motion sickness might be an issue when playing first person shooters, but it’s definitely not an issue with typical camera motion. In that case we would all get motion sickness from going to the movies or watching TV.
I think these kind of advice will confuse new users more than anything, since disabling motion blur will lead to juddery, non-smooth motion.
Can’t you just enable motion blur in the post processing volume? I don’t think it’s turned off by default?