Eevee Motion Vector output
Now that we have better motion blur in 2.90 Eevee, it would add flexibility to have a motion vector output pass in the Passes section of the View Layer Properties. Not only would this add flexibility for Blender compositors, but also those of us working in Nuke or other applications.
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Transposal denoising also requires Motion Vector passes. This is essential to remove animation flickering.
youtube.com/watch
This kind of thing sorts amateur looking renders from professional looking ones. And it no longer has to be only people who are willing to sit on 1024+ sample Eevee renders.
Even for those who don't care about motion blur flexibility, note how essential this pass is for FAST, professional Eevee capabilities. It's particularly the case with dense fur renders.
Yes, I also hope that if vertex velocities of objects are used internally somewhere, (like with fluid speed vector data, blender.community/c/rightclickselect/DPfbbc/ ) they can be exposed, perhaps as vertex colors. That could be useful in procedural animations and in the texture pass.
Oh man, i simply assumed we had gotten this pass along with the recent MB implementation.
* @Thane5 * Yeah, me too. I went and looked and I don't see it. So, I'm hoping * @jtxt * is correct and that the per-pixel velocity data is available internally and can be exposed.
* @Stephen Bailey * Just to clarify, I said it would be nice to have the vertex speed vector. That would be lower memory use than per-pixel, and not dependent on the camera position. We already have per pixel as a render pass.
* @jtxt * Sorry for misstating your request. Was simply agreeing with you that if the data is available internally, it should be straight-forward to expose it. And, as far as I can see there is no per pixel vector pass available from Eevee at the moment.
* @Stephen Bailey * pls help me how can i download this function blender.community/c/rightclickselect/Fbfbbc/ thankyou