SPEAKER: Hi, everyone, and welcome back to another Unreal
Tips and Tricks series.
In this tutorial, we will learn how to use the Enhanced Motion
Blur for fast moving objects by using the new Movie Render
Queue Manager in Version 4.25.
This type of motion blur effect only
works when rendering and is not visible from the real time
viewports.
Here we are in our scene, and a great example
to demonstrate the enhanced motion blur
is by having fast moving objects.
So I have two sets of speed from my wheel.
I've got a slow animation and a fast spinning animation.
So let's open the slow one first.
And let's play the animation in the viewport.
We can see that the viewport manages to capture
the motion blur relatively OK.
But we do have some slight ghosting going on in this area,
as well as some jagged edges near the tire treads here.
So now let's open our fast moving wheel.
And let's play the animation.
So now we can see that we have way more artifacts going on.
And this is mostly due to the Temporal AA solution that
can't accumulate enough samples to display
the motion blur correctly.
Now let's jump into the new Render Queue Manager
and go over some settings to explain how to get the best
render out of the engine.
So let's go into our Windows tab here on the top left
and choose Cinematic Movie Render Queue.
This will open a new window for you.
Currently, there are no sequences selected.
You have to simply add a level sequence
by clicking on the Plus (+) Render button.
And I'm going to go with the Fast Animation.
So once selected, let's go here into our settings.
And this will open a default setting window
with essentially the output format, the rendering method,
and the output folder.
So we have the ability to add some features
by going to the Settings tab.
And I'm going to be adding anti-aliasing,
console variables, and png sequence.
So let's open up our anti-aliasing setting,
as this will be playing a central role for the motion
blur.
The first thing that you want to do here
is to override the anti-aliasing to none.
So simply check the Override setting
and make sure it's set to None.
With that done, let's check the two settings above,
which are spatial samples and temporal samples.
I'm going to be setting a value of 2 here.
And what the spatial sampling does
is render at the same moment in time
but with a slight camera position offset.
The temporal sampling works by slicing the camera shutter
open into specified subframes using
the engine motion blur to interpolate between the smaller
slices.
We can see, as per our illustration,
that bumping up our temporal samples to 16
will give us better motion blur between the wheel spokes.
We're almost done.
But let's just add some extra commands
in the console variable.
And I'm going to be adding my first line of command
by clicking on the plus (+) sign here.
And the first item I want to be typing is r.MotionBlurQuality.
And I'm going to be typing a value of 4 here.
And this will ensure to use a cinematic quality blur.
Now, I want to add a second line.
And this is going to be r.MotionBlurSeparable.
And I'm going to be adding a value of 1 here.
And what that does is add a second motion
blur pass that smooths is out the noise for higher quality
blur.
Now, what I can do is actually save this
as a preset for my next shot or project
so I can quickly load these settings.
And I'm going to call this MotionBlur_HQ.
Great.
Now with that done, let's go to our Output tab.
And let's define our folder.
So I've defined mine here and the output resolution.
So I'm going to be using 4k, but use the one you want.
And that's basically it.
So I'm going to accept here.
And I'm going to be doing a render remote.
And here's the result after rendering.
We can clearly see the accumulated rendering method
doing a much better job of displaying motion blur compared
to the traditional render.
I hope you enjoyed this video and hope
to see you very soon for new Tips and Tricks videos.