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to begin with
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what we're gonna do is have a look at our renders
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so here is our city render
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and if we look at our lender
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um rota channel
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the XR and look at our AOVs here
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you could see that we have a velocity pass
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um for the city
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and if we look at our Zillow element
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we have velocity pass rendered here as well
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and generally uh
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what these passes
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um these channels represents is the red channel
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is the motion in X
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and the green channel is the motion in Y
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and similarly again
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if you look at our city
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velocity pass um
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red is our motion in in X
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and green is our motion in y
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so that's great that we have these passes
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and if you go back to RGBA
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um what we wanna do is we wanna
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apply this vector blur node using the velocity um
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where these merge together um
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we could definitely put them individually
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but for for sake of speed
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what we could do is just apply it
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where these characters have merged together
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so upstream here we've got
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our city with our Dinosaur held out
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our Zilla element held out
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and we also have
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our zilla with the city and debris pieces held out
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and we are merging them over here
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and whether you've done a disjoint over or plus
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this is where we wanna
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apply our vector blur
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so we could just hit
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hit the motion blur at once
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um on these elements
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so if we grab ourselves a vector blur node
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um and plug this in over here to our stream
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to begin with
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what we wanna do is isolate the
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motion blur
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adjust to our rgba
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uh by default
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this is set to all
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which is totally fine
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but what that's gonna do is apply
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vector blur to every one of these AOVs
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which um we could definitely do
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but for the sake of time and efficiency
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if we're not gonna be needing those
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elements motion blur downstream
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then we could just forget
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applying vector blur to those and just isolate it to
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RGBA here and
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the next thing you wanna set is for the UV channels
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you wanna select your velocity pass
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as you remember
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with the Motion Blur 2D and 3D
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we were using
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Motion passes
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so in this case
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we're just gonna use velocity
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you could see we're getting
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uh motion blur applied
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but something looks a little bit strange about this
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and what what's happening
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um we're getting motion blur on our background
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but the Zilla element isn't
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getting motion blur where you would think
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you would be seeing it um
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for example
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in this case
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he is in the process of moving his head
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so you'd expect to see some motion blur on his head
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and the reason why we're not getting that is um
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we have to take a couple steps to make sure
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we're passing our velocity pass properly
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so if we view are disjoined over
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and we look at our AOVs here and we look at uh velocity
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and if I bring gamma down and our exposure
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you could see that
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right now all we're doing
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is we're just getting the velocity for our building
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but for some
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reason we don't have Zilla's velocity coming through
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and the reason why that's not coming through is in our
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disjoint over or plus that you've done
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in this merge operation um
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we're not carrying over
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we're not merging our velocity together
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so if we select
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velocity in the also merge section
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and we view this merger note now
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now you could see that we've got
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the Zilla velocity coming through
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and merging with our city velocity
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so again to look at this again
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if we set this to none
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we were bypassing and not passing through
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the velocity for our Zilla character
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so this is why we wanna set this to velocity as well
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so that that comes downstream
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the other thing you could do is um
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you could select
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you could simply just select all here
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so that you can have all those AAVs come through but um
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if you don't need those downstream
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you could just simply select velocity
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and make sure that that comes through
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so now that we've got Zilla's
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Motion Blur
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Velocity pass coming through and the building
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we could look at our um
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our Vector Blur node
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you looking at our RGBA
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so now if we view the Vector Blur node
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there we go
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now you can see we're getting motion blur on his head
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um which is what we want
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the other thing you could see is there's a little
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bit of an artifacting happening here and um
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it's something a little bit strange here
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so one thing we wanna do is in this
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premult and unpremult that we did for these elements
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what we wanna do is set
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the unpremult to all
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so that all of our channels get unpremultified as well
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and then similarly here with our pre mold
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we wanna pre multiply all those a
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0 V's again
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and we'll do the same thing for our Zelo element
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so we'll un pre mold
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instead of just
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RGB will un
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pre mold all
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and we will pre mold all
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down here too
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so this way we're on premulting our velocity pass
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and pre multiplying all cleanly together
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and now if we look at our vector blur
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we should have a little bit better result here
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now we've got this strange situation here
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with this sort of cut out quality on our Zilla here
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and where that's coming from
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there's a couple areas where we need to troubleshoot
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and sort out where that's coming from
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normally what happens is this
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on the vector blur node
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this normalized checkbox is on
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and what this normalizes doing is it's trying to
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normalize the tearing effect that would happen with
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elements overlapping one another
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so this is nukes
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vector blurs approach and trying to minimize that
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so if I uncheck this normalize
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and we look at our RGB channels
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you could see that took care of that
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again if I check it on
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we have this odd behavior happening
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and if I uncheck it
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that is giving us some more smoother
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motion blur as we'd expect
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which is good
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um again unchecked and checked
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we are getting
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we're getting a better motion blur with it
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unchecked here
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now one problem
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if you're looking at the RGB channels
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this is great
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but if you look at our alpha channel
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you could see we've got this
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cut out situation happening
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and that's something that this
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normalized feature likes to resolve
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but in our case
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it was giving us a little bit of an odd behavior
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so there's a couple things we could do
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we can uncheck this for now
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and we'll make sure to check on this soft lines
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so what this does
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is it'll try to
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blur out any of the um
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the lines on the inside
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so if we uncheck this
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we've got this odd behavior
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and if we check soft lines
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it softens up these lines inside
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which is good
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but we still have our issue here with these um overlap
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overlapped areas
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so one way to fix that is
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to apply a clamp node to our
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upstream here
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before vector blur
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and we could clamp our velocity passes
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just to negate any odd values inside our
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velocity passes
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so again I'm just gonna look at our alpha channel here
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and what I'm gonna do is grab a clamp node
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and I'll plug this in our stream here
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and if I instead of
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clamping all channels if I select velocity
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and plug this in our stream
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that took care of these holes
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that we were seeing from our city render
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and now if we apply the same clamp to our Zilla render
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that took care of that as well
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which is good
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so now we're getting a cleaner motion blur
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now the thing that we need to do is
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with our velocity
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we don't necessarily wanna clamp it at 0 and 1
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because this is cutting any motion that we might have
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like any severe motion
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and um in this case what we wanna do is maybe set
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the maximum instead of 1 to maybe a value of six
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and we'll do the same thing for our Zilla
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clamp node will just set that to six as well
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and you could see we're getting
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more motion blur as that you'd expect um
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so you could take this up as high as you want
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we could um
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we could maybe even say like clamp it at sixteen
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and we'll do the same thing with our city
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we'll set that to 16 as well
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and you could see
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we're getting more motion blur as you'd expect here
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but it's a little bit cleaner
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now the final touch on this is
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you could see by increasing this clamp on both the
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Zillow and our city
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we're getting a bit more
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we're introducing some of this
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edgy quality back into this
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so to resolve that now
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we could just go back to our Vector Blur node
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and select normalize here
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and now that has cleaned up any of that
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little outline that we have
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but we have a clean
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alpha channel
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and we're getting good motion blur so again
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but just for the sake of this example
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if I disable these two clamp nodes
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you could see
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some of these um really
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if I gamma this up
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you could see some of this odd behavior in here
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because of these debris pieces having really
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odd velocity data in them
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which is sort of a result
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that happens sometimes when it's rendered out so
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we to fix that um
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the simple normalize option
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helps for the most part
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but it doesn't fully get rid of all of this so
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um the best way to do it is essentially just clamp that
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velocity data
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and now if we enable those again
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you could see it's cut those values down
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and we're not getting those
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really strange streaks happening
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and we're getting good vector blur happening
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on our character
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and we could test another frame
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I will disable this and maybe go to frame 1080 10 80
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85 for example
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and if we reapply our vector blur
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you could see we're getting good vector blur
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where you'd expect to see it
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and maybe if we go to another frame
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where maybe the cameras panning as well
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with a debris pieces falling
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if we re enable our vector blur
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we're getting what we'd expect to see here
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we're getting
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not only is it just camera motion blur
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but you're actually getting motion blur
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applied on these pieces that are falling
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and everything looks good where the contacts are
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and we're getting vector blur nicely on him too
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cause he's in the process of moving as well
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and now if you look at our alpha channel
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it's nice and clean as well too
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if you even gamble this down we would we would see
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any potential artifacts within this
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so hopefully that helps explain a little bit of how to
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um customize uh
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sorry not customize
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but how to clean up
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any issues with the vector blur node
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and any um odd
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pixel values in our velocity passes
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so to recap
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just make sure to apply a clamp to our velocity and
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set a fairly high maximum for this
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and just make sure the um
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the minimum uh
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the maximum
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you know it doesn't just clamp it at one
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and then to put the final touch on it is
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experiment with the normalize
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checked on and off and
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see if that's giving you any
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additional artifacts or if it's actually
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um taking care of artifacts that you would be seeing
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in that case um
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the other thing you might wanna do is potentially
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with the clamp node
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set the minimum to a minus 1
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and the reason you wanna do this is because
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the values in the negative direction are
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things moving left
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so if you clamp this at zero
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then you're gonna be
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clamping any values
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any motion and and and left
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so you wanna set the minimum on the um
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the minimum below zero as well to just so that
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you're picking up any motion
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that's gonna be going to the left
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and I'll do the same thing here with our clamp on our
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Zilla character
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and I'll set that to minus 1
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this way we're getting
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at least any motion coming from our
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our Z direction through there too
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so there you go
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now we've got vector blur applied
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to our character
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to our characters I should say
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and they're all playing nicely
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now um again
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to recap you could simply put a vector blur
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perk element and merge them together
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but this way
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it's less calculation
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and less processing by having multiple of these in your
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in your script
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and if you merge things cleanly using the
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also merge feature and the merge node and
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making sure you're getting your velocity pass
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coming through
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um you could
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vector blur everything all together at once
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so now we could just plug this in our stream
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and if we look at our final result
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with everything over our background
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we are getting nice motion blur
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on all the characters
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together and we could go again to frame
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another frame like 1092 and we enable our velocity
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our vector blur
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you can see we're getting good motion blur right now
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the camera is fairly locked off here
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so we're getting mainly his movement here
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but everything is getting blurred nicely together
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