I think what he was getting at was that once you do a zdefocus,  your
object edges do not match your motion vectors. And vice versa (motion
blurring your Z depth)

I have had to fake this by extending my mv edges out for objects effected
by DOF.

As far as I know,  there is no way to do this,  and if it's going to have
artifacts,  we just render in 3d.

R
On Dec 27, 2013 12:49 PM, "Andy Jones" <[email protected]> wrote:

> I'm assuming the crux of the question is about how to do both zblur and
> motion blur as a single operation.  I don't know of a way to do that OOTB.
>  You could presumably write a plugin that tries to do both together, but it
> would likely be pretty slow when dealing with large movements, since there
> are a lot of original pixels that could potentially influence each output
> pixel.  It would still probably be worth doing.  I think I may have heard
> that Blender had something kind of like this, but I can't say first hand.
>
> The other way I've approached it in the past is to either do DOF first,
> and then use Oflow for motion blur, or, if the motion is more or less
> continuous across the image, to do DOF first and use the vectors, taking
> care to ensure that the blurriness of the edges doesn't mess anything up.
>  You may need to defocus or dilate the motion vectors premultiplied, and
> then unpremultiply them.
>
> One thing to keep in mind is that, as useful as they are, 2D Motion Blur
> and 2D depth of field are both artifact-prone in certain situations.  So
> even if there were a plugin to do them simultaneously, the result wouldn't
> always be perfect.  In many cases, when you hit a problem scenario, the
> best bet is just 3D motion blur and/or 3D DOF.  This is one reason I try to
> avoid workflows that depend on sharp non-blurred content when comping cg.
>  It's very annoying to have to go back and reinvent the wheel or
> counter-correct all the edge artifacts when you need to apply your comp to
> motion blurred 3D.  Or worse, to be told that 3D motion blur isn't an
> option because it won't work with the comp.
>
> 2D motion blur in particular really breaks down when it comes to dealing
> with shiny objects.  Good evidence of this is the spinning wheel rim on a
> car.  In real life, criss-crossing specular highlights go all over the
> place in a really beautiful way.
>
> Don't get me wrong, though -- I still use 2D Motion blur and DOF all the
> time.
>
>
> On Thu, Dec 26, 2013 at 2:44 PM, Richard Bobo <[email protected]> wrote:
>
>> As far as order of operation goes, I did my camera/object motion blur
>> operation first, z-depth second. In my mind, I see the motion blur as a
>> property of the scene you’re capturing - and the depth as a function of the
>> device - the camera iris, sensor and lens - doing the capturing. That’s
>> probably an arbitrary distinction, but it seemed to work the way I wanted
>> it to. I could adjust how long the motion blur streaks were - essentially
>> the shutter or exposure, if you will - and then determine how much depth of
>> field I wanted and where the focal point needed to be. Also, downstream, I
>> had other camera effects, such as lens distortion, chromatic aberration,
>> highlight glow, lens barrel vignette and grain/noise.
>>
>> Rich
>>
>>
>>
>>
>> On Dec 26, 2013, at 2:25 PM, Joe Laude <[email protected]> wrote:
>>
>> I know the exact problem you're talking about, and it probably depends a
>> lot on the situation. The last time I ran into this situation, I think I
>> did DOF first, then MB.
>>
>> I'd say the one that's going to be the most extreme, you should do
>> second. Little motion, shallow DOF, do MB first then DOF; and vice versa,
>> if there's more deep DOF, and more MB, do DOF first, then MB. If they're
>> both extreme, try both and see which looks better. Might just need to
>> finesse some parts.
>>
>> Sent from my iPhone
>>
>> On Dec 26, 2013, at 12:41, Gary Jaeger <[email protected]> wrote:
>>
>> I know it’s a common question, but I’m curious if there are any tricks to
>> do both in post?
>>
>> Gary Jaeger // Core Studio
>> 249 Princeton Avenue
>> Half Moon Bay, CA 94019
>> 650 728 7060
>> http://corestudio.com
>>
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