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  • Published 23 Jan 2025

Motion Blur : Make it visible directly inside the viewport

I'm sure don't need to explain the idea, but such a long time asked and to pout, is time to blender to bring and activate the motion blur visualisation directly inside the viewport, is not really user friendly to always make a render to see it ! A lot and many engine already do that, "Cycles" have the capacity to do it since "Cycles X".

In exemple case : Octane do it natively

A topic are already related (AS BUG REPORT) but nothing is active and such the platform are switched to "Gitea" the topic are like "Invisible"

projects.blender.org/blender/blender/issues/79583

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Development Status: Open

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Donovane
23 Jan 2025

4 Comments

jeroenbakker

For EEVEE we disabled it as during editing it was really distracting. For example going into local view would leave trails of the motion blur. But same when switching cameras and other navigation based operator. To keep the Blender usable it was disabled. So technically it is already implemented, but making it work for all the different operations is a time consuming task.

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Donovane Author

Oh okay now that was sense ,yes i understand, but we need to find a solution to bring this features again directly without any bugs, i'am pretty sure i can found something in Github Freely for an exemple how to proceed !

One things i want the BF understand is around me a lot of people use Blender in Realtime for Interactive Projects like in "Stream event" (Tv & Internet). A lot of people want and try to use Blender like what Unreal engine can do for Virtual production ! And many peoples want make Virtual Production in real time in blender ! And somes features can't be skipped ! This one is primordial and can't be skipped. And for Making blender working in Virtual Production is actually hord, but not impossible ....There is still a long way to go before we reach the same stage as like "UE" but i believe Blender gonna be better firstly with Vulkan in first time !!

BF teams you should put on you're tracklist the Virtual Production long terms Goals !

jeroenbakker

About the requested feature

Blender Foundation is the vault that protects the Source Code, Blender Institute allows bigger projects to happen, but still Blender is a community based project. I believe you need to convince the module owners with valid use cases. Developers can only start developing when it is clear to the bone how something is used and what impact it has on Blender on its whole. Without that incorrect decisions will be made. We (module owners) are not against new user-bases and workflows, but someone needs to tell us how they currently work. Expecting developers to become streaming specialists over night is not realistic. But where to start...

About all the other stuff...

Is there a blog post how currently the streaming events are using Blender. What workflows do they use, what workarounds they currently do to understand their side better. This would help what is actually needed and can fit in the current code-base.

Asking for a feature doesn't give this information, mentioning other tools also doesn't give information. Describing use cases and workflows are.

As you see there is a big step between "Enabling motion blur in the viewport" and "Blender should become the virtual production hub". The issue with virtual (or any stage-based) productions is that it requires a lot of investments to actually being able to see, feel and test. I don't think it is feasible to ask the development community and open source community to just pay for it, so studios can have all the benefits without any investments.

Best way forward in this sense is that a virtual production studio will contribute to Blender with man power and stage time. They in the end have most of the benefits, so why aren't they investing....

BTW. This is the last post I do on this feature request as the feature request doesn't describe in any sense what you're asking for. What you're asking for is not realistic to ask to the development community.

sandorthegreet

The problem is that it requires multiple frames to render. Game engines also fake it using different algorithms or apply it as a post effect. Perhaps it could work as a compositor effect that we can already see due to the real-time compositor.

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