Reelsmart Motion Blur After Effects Free Download

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Janae Chebret

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Aug 5, 2024, 10:04:33 AM8/5/24
to ntermanttrodal
Ihave been surfing the web for a little now and can find plenty of comparisons between Kronos and Twixtor, but none between MotionBlur (which is the motion blurring plug-in that comes with Kronos) and Reelsmart Motion Blur.

RSMB (which is the one I chose) can simply use a motion vector pass straight from my 3D app, avoiding any motion estimation to try to deduce the vectors (and therefore avoiding blobbing or the need for tweaks).


use the matte layer with inverted alpha to remove artifacting and isolate multiple passes. plus use vectors 100%, smoothing 28. filter extreme. you can try RSMB as a trial and see if you like it better. nothings perfect, after all:)


use the matte layer with inverted alpha to remove artifacting and isolate multiple passes. plus use vectors 100%, smoothing 28. filter extreme. you can try RSMB as a trial and see if you like it better. nothings perfect, after all:)


Using the program ReelSteady I can stabilize footage from the GoPro like a charm. It requires high frame rates to process the stabilization correctly, so I am generally maxing out the shutter speed at 1/480 to achieve this. Once stabilized however, the footage is super stable but lacks that 180deg motion blur.


I've looked online trying to find the best way to add back motion blur, but I did not find a lot. In after effects if I use Pixel motion blur, it takes 30 minutes to render 153 frames, which is absolutely crazy long and my computer is not slow.


Is there any other ways to add back motion blur on over-shuttered footage ? I've read talks about using higher-frame rate video like 60p and using the in-between frame on a 24p timeline to interpolate/estimate the motion blur, but I have not found a way to do this. Any thoughts ?


Work by Comen VFX. RSMB was used to give a more filmic look to footage shot on video, providing shutter speed correction. The footage looked choppy when played back at film rates. So, the client settled on RSMB to simulate the normal shutter speed you would have with film footage.


Pro license works with After Effects, Baselight, Final Cut Pro, Flame, Smoke, Fusion Studio, HitFilm, Media Composer, Motion, Natron, Nucoda, Nuke, Premiere Pro, Scratch, and Silhouette. Pro license also works with the regular product of any supported host.


It is important to note that our GPU accelerated modes of our plug-ins can provide you with different results than on the CPU. As such, it is not wise to mix CPU-generated images with GPU-generated images.


If a GPU is not supported, or we run out of GPU memory to run on, our plug-ins will return a green frame to let you know. So if you switch the Use GPU menu to ON and you see a green frame immediately, you know that you do not have a supported GPU. We do not fallback to CPU rendering in the case where there is an error on the GPU during a rendering of a sequence, because then you might get CPU and GPU calculated images intermingled and may not understand why your sequences are not looking proper from frame to frame.


First, Premiere Pro does not need to support the GPU, even though our plug-ins use OpenCL for acceleration. Nor do you need to have the Mercury engine running in OpenCL or CUDA mode to use our plug-ins in GPU mode. It is important to note that our GPU accelerated modes of our plug-ins can provide you with different results than on the CPU. As such, it is not wise to mix CPU-generated images with GPU-generated images.


OFF This option causes the plug-in to run on the CPU. This mode should be used if you do not have a GPU that our plug-ins support, or see a green frame in the middle of a rendered sequence, because this means that our GPU rendering fails somewhere in the middle of a sequence.

ON This option forces the plug-in to run on the GPU.


I wasn't planning on using this one as part of the bundle, but after finally taking the time to become familiar with it, I saw what the buzz about it was. Motion blur (or the removal thereof) is a large part of the kind of action videos I edit. Glad I took the time, you will be, too.


ReelSmart is a fantastic plugin for not only putting great motion blur on footage and graphics, but also controlling the amount of motion blur the subject gets. A great way to control the amount of motion blur something gets. Using the same motion algorithm they've also built in the ability to remove motion blur, which is really handy. A must for any toolkit.


RE:Vision Effects has a couple mini tutorials that offer quick tips on how to make After Effect V22 and Multi-Frame Rendering (MFR) "more robust when any temporal processing effect requesting multiple input frames is used."


Charles Yeager leads you along in this tutorial on how to do some key things when using OBJ files exported from 3ds Max and used in Video Copilot Element 3D. He also uses ReelSmart Motion Blur from RE:Vision Effects.


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Hi. How to render vector pass. I want to try to render it and use it with after effects REAL SMART MOTION BLUR PLUGIN. I dont know yet where i how to insert this pass in RSMB plugin (so if you know tell me please this as well).


I thought its worked, but node setup i posted above actually works not completely. So i used this node setup and i have rendered my Vector pass animation in exr format. Its images of yellow,red and !Black color!, though should be blue there, but for some reason blue color input is unconnected in that node setup (as you can see). So to remove more of that black color i tried to adjust the value node, so i ended up with red,yellow and still a little bit black, but not too much. So then i imported it into After Effects and applied Real Smart Motion Blur Vectors effect to the layer, and in the effect settings i have chosen the layer with my EXR format colored images. And this vector mask for the effect its kind of works but not effectively, its smudges and blurres not only what is animated and moving but the edges of the whole layer, you can adjust the radius but its not gonna work good. And thats what i was expected. From what i have red Blender vectors are interpreted differently than in Maya, Cinema4D AND 3dmax. There are Maya,Ciinema4D AND 3dmax tutorials on youtube on how to get exported vector pass to work with After Effects and Real Smart motion blur plugin, but no tutorials how to export Blender vectors into AE. So my conclusion its unsupported until some Blender nerds will figure out the way to do this :eek:


Now why i wanted to use Real Smart Motion Blur plugin, because if you apply motion blur at post processing stage it will save you a lot of render time and sometimes you will avoid Blender crashes with motion blur. RSMB paid plugin from After Effects appplies motion blur only to the parts of a life footage or animation that are in motion and because its smart it knows how fast object moving on your video or animation, so plugin knows how much motion blur to add and you have a lot of controllers. Plugin can work on its own (without vector masks or passes rendered from other 3D softfare) or with. In my case it didnt work properly without vectors, so i decided to render them in Blender and use it as X ,Y,Z mask for the RSMB plugin. But, yea, i tried my best but it didnt work. So its not the problem to get it worked with other 3D software, but i am using Blender vectors, and they probably not good enough. So waiting for the nerd or developers who will try that


The composition being rendered is 11 seconds long with a few instances of the CC Pixel Polly effect and of course the two different motion blur effects. The machine has a quad core i5 processor with 16GB of RAM. Nothing too speedy, but it should give you a general idea of the test setup.


So as you can see, RSMB performed a lot faster than CC Force Motion Blur, finishing nearly in half the time! This plugin could save you tons of time if you were rendering something a bit more intensive or longer like a 30 second 3D animation composited in After Effects, etc.


1. Octane fits very easily into the production workflow, although as an unbiased renderer, it gives more of a temptation to do everything "in camera" as opposed to rendering in layers and bringing it all together in compositing software.


2. It does take some pre-planning, but rendering out illumination from each light source separately gives a lot more flexibility in applying effects. The primary illumination was done using an HDR image. Illumination for the muzzle flash was done by first creating a muzzle flash prop as an OBJ file and parenting that to the rifle's muzzle. Then, this was turned into a light emitter and the frames where the shot happens were rendered out with the emitter opacity set to zero. This gave the illumination without the emitter being visible in the scene. By rendering out only those frames where a gunshot occurs and compositing those with the main footage in After Effects, I was able to create the "flash" without burning any more render time than needed.


4. Since the render was done using pathtracing, there was a lot of noise in the vehicle glass. I used Octane to render out an alpha channel of just this object and used that to composit in a layer with the noise reduced using the built-in Remove Film Grain plugin from After Effects. This beats the option of cranking up the samples and exponentially increasing the render time and preserves the detail in the rest of the image.

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