Motion blur (afterimage) by UE4?

 

Hi,

I enjoy the wonderful features of Aximmetry. However, I have one problem, when I composite using UE4 on a DE model, I get this motion blur on certain backgrounds. So far this symptom only occurs when I set up a billboard, is there any solution?

Motion blur is turned off in the UE4 settings.

Video recorded.

https://vimeo.com/689152950

   daichi

 
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TwentyStudios
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To me it looks like the blur is happening in your camera. What shutter speed and frame rate are you using?

There is no reason to turn of motion blur in UE4. All real cameras have motion blur and it won’t look as realistic without it. It’s an integral part of photo realism. 

 
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daichi
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Hi,

The shutter speed is 1/100 and the frame rate is 29.97 with genlock.

Motion blur OFF did not change the results, so I turned it back ON.

 
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Eifert@Aximmetry
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Hi Daichi,

There seem to be multiple things going on in that Unreal project.
The tree's greenery and the land get discolored from the Billboard (your hand). While this doesn't happen with the skybox.
The hand from the camera's video looks blurry or out of focus.

I would suggest trying out your camera's input just on a basic Unreal map or in one of Aximmetry's basic Unreal scenes, which you find at Tutorials\Unreal in the Tutorials and Sample package:

If this fixes the strange effect on the trees and the land, then the problem might be with their materials.

And to figure out what's wrong with your Unreal Scene, you could first try using one of Aximmetry's green screen footage to see if it behaves differently. You can find the green screen footage at Common\Videos\Green. And you can enable them in a virtual camera like this:


Warmest regards,

 
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daichi
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Hi,


Thank you for your response.

I was able to determine the cause on my end.

It turns out that the problem is caused by the material settings in UE4.


The UE4 default "Temporal AA" causes the gorsting phenomenon in scenes with heavy movement.

Switching to "MSAA" also causes reflection problems, so I have found that there is no solution to this problem.


We will now use a map other than the one that causes this problem.