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Time lapse assembler frame blending
Time lapse assembler frame blending










time lapse assembler frame blending
  1. #Time lapse assembler frame blending full#
  2. #Time lapse assembler frame blending pro#
  3. #Time lapse assembler frame blending software#

We’ll achieve this distortion using the motion vector texture we’ve made. In addition to interpolating from one subimage to the next we’ll need to distort the current subimage pixels towards the position of the next and similarly distort the next one back towards the current one so they kind of meet in the middle. The main idea is to build custom SubUV cross-blending, similarly to what Particle SubUV expression does automatically but we’ll need to do it manually to control the next step. Also make sure to untick sRGB when importing to Unreal. The motion vector texture can be scaled down significantly, I used a 512 for a 4096 base texture but it must be uncompressed in the engine, otherwise you’ll get a lot of artifacts. In production you’ll probably go with a smaller amount of SubUVs to keep the texture size smaller.

time lapse assembler frame blending

I’m going with a 8×8 SubUV, so 64 frames, roughly 2 seconds at 30fps but we’ll be able to extend that more than 10 times while keeping the same perceived frame rate. Because I’ve stenciled and blured the FumeFX layer it blends nicely with the one on the left.īelow is an example of final textures you might end up with. You can see the result of the “Motion Vectors:Create” vectors I generated from the base texture on the left and FumeFX motion vector layer added on top of that on the right.

time lapse assembler frame blending

I also needed to invert the red channel to match the output of FumeFX. The main idea behind this is to generate some extra motion data beyond the range of our simulation, otherwise the pixels won’t distort beyond that edge. I found this step to be a requirement if I wanted to use a single motion vector texture.

#Time lapse assembler frame blending pro#

Next I use the “Motion Vectors:Create” effect that comes with Twixtor pro to generate additional screen based motion vectors from the base texture. You can also blur it sligtly, this seems to help with frame blending later in Unreal. Use the alpha channel to stencil the motion vector texture, see image below. This will be the final output and we’ll use the motion vector texture to drive it. It’s worth pointing out you might have to invert x or y components of your motion vector to make sure Unreal interprets it properly.Īlongside motion vectors you’ll also want to render the base texture with an alpha channel along with any other texture passes you might have. If you’re not sure, one way to check is to remove the blue channel and make sure the empty area has the following values: When you bring the velocity pass to After Effects (or other compositing software) you might have to modify the gamma.

#Time lapse assembler frame blending full#

You can play with the “max velocity” parameter to make sure you’re not hitting 0 or 1 if you check the pixel values, you want to stay midrange otherwise you’re not getting a full range of motion data. Afterwards you can render them as a separate render pass called “FusionWorks Velocity”. Additionally you’ll need to go to Rendering – Environment, select “FusionWorks Renderer” and under parameters check “Create Channels” and “Image Motion Blur” or the velocity vectors won’t render. To render motion vectors out of FumeFX you’ll need to make sure you’re outputting the velocity channel before you simulate. The end result of this technique depends entirely on the motion vector data so this can be the most arduous step to get right and it might require some experimentation.

#Time lapse assembler frame blending software#

You should be able to achieve the same with any other software that can output normalized motion vector data but your results may vary.

time lapse assembler frame blending

Those of you familiar with video editing and compositing might liken this technique to what a plugin called Twixtor from RevisionFX does, it’s essentially the same thing but in our case the motion vectors aren’t generated on the fly, we’ll have to create them manually.įor this breakdown I’ll use Unreal 4, FumeFx for 3dsMax and After Effects with a RevisionFX plugin called “Motion Vectors: Create” that comes with the pro edition of Twixtor.












Time lapse assembler frame blending