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Question How to motion blur background?

Discussion in 'Universal Render Pipeline' started by LongCon, May 5, 2023.

  1. LongCon

    LongCon

    Joined:
    Jun 30, 2018
    Posts:
    7
    Hi there, im trying to use URP & global volume post procession to blur objects in the background when the camera is moving fast (for a racing game). At the moment though, only the player object is blurred during regular driving, and if I manually rotate the camera that causes aiming blur as well.

    Is there any way to apply the blur to objects in the background, which are not moving but being moved past? Have tried all possible blur values, and using Cinemachine for the camera. Thanks!
     
  2. wwWwwwW1

    wwWwwwW1

    Joined:
    Oct 31, 2021
    Posts:
    631
    Hi, post-processing motion blur only affects geometries automatically because they can generate accurate motion vectors. For example, if you use a video as a plane's color, you won't see motion blur in the video.

    If you mean that there's no motion blur on dynamic objects when the camera is static, that's because the current URP motion blur doesn't use per object motion vectors, unless you're using the latest 2023.2 URP. (remember to backup)
     
  3. LongCon

    LongCon

    Joined:
    Jun 30, 2018
    Posts:
    7
    Thanks for the reply, I dont fully understand but will look into the latest URP.

    The effect im hoping for can be seen in this video (except done in URP for a moving camera)
    , and the top comment has a similar issue "only the object to which is camera attached is blurred, but not the surroundings". Cheers
     
    Last edited: May 6, 2023
  4. wwWwwwW1

    wwWwwwW1

    Joined:
    Oct 31, 2021
    Posts:
    631
    I think you're looking for object motion blur in 2023.2 URP. It should produce satisfactory results for most use cases.

    If you'd like to ignore an object, you can set the object motion vectors to no motion. Note that this also affects Temporal Anti-aliasing.
    MotionVectors.jpg
     
    LongCon likes this.