One tip is to make sure you've got a plan in mind for how to deal with
the wheels.  There are a few different ways to solve it.  Probably the
simplest is to render with full 3D motion blur, and use enough
transform steps so that the wheels don't do strange things.  Of
course, this can have an impact on render times, depending on what
you're using and how your settings are dialed.

Another option is to us a pre-blurred spinny wheel image.  Or you can
apply a sort of elliptical blur in comp prior to post motion blur.
Neither of these techniques produce a physically accurate image,
however.  True motion blur of wheel rims is a really unique-looking
thing that is difficult to recreate by other means.

Another option I've used in the past was to temporally oversample and
use a motion interpolated retime, such as kronos/oflow/twixtor.  At
the time, I used a OpenGL so that the render times were low enough to
make oversampling viable.

Really, for me this was one of the big reasons I decided that the long
term future for rendering will be full 3d motion blur, and I try to
build my lighting/compositing workflows with that in mind.

On Tue, Jul 9, 2013 at 9:13 AM, Pingo van der Brinkloev
<xsil...@comxnet.dk> wrote:
> No car lovers out there :)
>
> On 06/07/2013, at 22.41, Pingo van der Brinkloev <xsil...@comxnet.dk> wrote:
>
>> Hey,
>>
>> I have an upcoming project where a car(3D) is driving inbetween shapes, that 
>> turn out to be a logo. It's gonna be semi realistic, so I need to make the 
>> cars movements believable. I have a fast edit (quick cuts), so I'm probably 
>> going to animate by hand (don't think I need dynamics). But if anybody has 
>> some heads up, dos and don'ts about car-related animation it'd be greatly 
>> appreciated. It's a Formula1 btw.
>>
>> Cheers!
>>
>> P
>
>

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