Anime Motion Blur techniques
November 24, 2021Hey all!
So, yesterday's video in the BNPR group on Facebook was an interesting result and I'd like to kinda share the process a bit and what I'm thinking. I uploaded it to YT unlisted for you:
The image below shows how to create a very simple sub for slow parent. It does not have a falloff - it is a 1:1 vector delay. You can think of it as the old Nokia3310 version of Snake. For a huge share of animation sequences that don't depend on the NLA, this method should be 100% - per section of course, just as the original tutorial, because it all still revolves around the origin of the object.
As much as I love this approach, I'm feeling we can have multiple approaches to this kind of thing. For example, this does not support a curved approach, unless you bind it along a path, which is not always practical, so I want to bring in post processing.
We have a few limitations:
- No vector pass
- Limited options on the vector blur
- Perhaps a specific look in mind
I always believe where there's a "there is no _____", there must be a way to build it - within reason. So, if we can mask our moving shapes - which we can, we should be able to define vectors from 3D space into 2D space using the animation nodes approach, for example, giving you only leading or only following vectors, for example. Giving you much more flex.
Anime motion blur has very specific feel and use and is also quite varied in style. Some use a motion smear, which kinda warps the shapes, especially for comedic effect and I LOVE that - Disney did this extensively in their big 2D animated movies - the lion king is my fav example here - that quality and animation still blows my mind!
Go through this sequence frame by frame and see what happens with high motion objects - you'll notice the drawn-in motion blur, but it's all in clear focus:
Now, you also get a much more broken up approach, like from the comics, which I absolutely love and GOD willing, I was able to build a nodegroup that produces that kind of thing using vector blur (second half):
And of course you get the more traditional smear effect that was pioneered by Warner Bros with the looney tunes - that pastel texture, drybrush kinda trail:
Think 32 sample vector blur, at low quality compositing result, think that! hehe.
Some specific anime examples:
The above link proves my point about anime having very specific feel and use. It's like the perfect synergy of methods!
Here again, with multiple frames:
The girl in the green is the perfect example of why I want this to be done in post, vs in the viewport - while the mesh method renders VERY fast - it is extra geometry and rigging effort, BUT, post methods will allow for curving and clean, detail locked spiking.
In the previous link, not the last, the Suzanne being distorted is great if you're only doing that to the ENTIRE object, not a rig that moving in different directions at once, like a spinning kick for example; the head going up, while the leg is spinning around with the arm coming down and straightening.
Any method used, has to be dynamic enough to accommodate 99% of cases, imo. Only edge cases should demand a different method if you're happy with the style - think of the speed mesh method - works in pretty much ALL cases, BUT, no curving. So, if she spins, it can look odd and stiff. In a post method, you'll get the curving, but the blurring will NOT be as crisp and clear as mesh warping would be.
So how do we deal with this issue?
Well, honestly, you're going to have to first decide on a method to try and then dig into that until you find a solution. If you do not, you have to switch methods and start from what you know and can find out online.
I have two methods to explore in Blender and an additional:
- Vector blur
- Creating a vector blur pass
- Finding a way to lead or follow only (already done in previous methods - similar to mesh method)
- Speed Mesh
- See if it can be implemented with a rig - basic is fine first. Just grab an old character and play around with the results
- See if it can be curved somehow with fall off, a second empty or something
- How long does it take to implement and is the result worth it?
- Methods I've yet to discover
- I've tried eevee's built in motion blur - TOTALLY ignores line art and no post processing for outlines. Would need to see if EEVEE can separate out a special pass for it that is clean and that is alpha'd, so it can be edited.
- Maybe some duplication smear thing that can be done with the main mesh itself, similar to the low sample vector blur approach.
So let's talk about this on the various social media channels:
What are your thoughts on this? Would you approach it differently? Maybe an FFMPEG AVISynth filter we are yet to discover? How can we make this in Blender from start to finish?
What are your thoughts on this? Would you approach it differently? Maybe an FFMPEG AVISynth filter we are yet to discover? How can we make this in Blender from start to finish?
Have a super day!
GOD bless you!!
Posted by Marius Oberholster. Posted In : General