Motion Vector AOV

Motion blur using the motion_vector AOV

Motion blur in Arnold is generally best accomplished by using the natural motion blur support, where transforms and vertices of objects are sampled over time from a camera's shutter open to shutter close. This requires using more AA samples to resolve noise from motion blur, but often those samples are needed anyway for noise resulting from the depth of field, direct and indirect lighting, volumetrics, and so on. In some cases where there are severe time constraints, it may be faster to instead output motion vectors and blur the images in a compositing package afterward. This type of motion blur is lower fidelity; it does not capture lighting changes as an object moves, nor complex interactions of depth relative to the camera. However, it can be sufficient in some cases.

We will demonstrate how to generate motion vectors for the cases where it is desirable. There are two methods to generate motion vectors, one using a shader and the other using a built-in AOV that Arnold provides. This tutorial aims to demonstrate how to use the motion_vector AOV in a pool ball scene. We will talk about the advantages and disadvantages of using this technique compared to true 3D motion blur. The motion_vector AOV outputs a color channel that shows object movement within the scene. This AOV can be used by post-processing software to calculate a 2D motion blur effect. The advantage is that it is usually quicker to render compared to true 3D motion blur.

The scene can be downloaded here.

Creating The Pool Ball Render

Before we render the Motion Vector AOV, we must first separate the pool ball from the background. We will render the pool ball (with the motion_vector AOV) separately and composite them together in a post-processing program like Nuke.

Pool ball render (primary_visibility disabled for the rest of the scene)

Creating the Background Layer

Background render (primary_visibility) disabled for the pool ball)

Pool ball render (primary visibility disabled for the rest of the scene via Arnold Tag) Background render (primary visibility disabled for the pool ball)

Adding The Motion Vector AOV

![](../../images/ci-Motion-Vector-AOV-image2015-10-14-12-6-1-5.png)

<sub><strong>Enable <em>Merge AOVs </em>stores the AOVs in one EXR file<br></strong></sub>

*   Enable *[Motion Blur](topicid=arnold_for_cinema_4d_ci_Main_ci_Motion_Blur_settings_html)* in the *[Render Settings](topicid=arnold_for_cinema_4d_ci_Main_ci_Motion_Blur_settings_html).*
*   Render both scenes (the background without the ball and only the pool ball) and open the *[EXR](/pages/createpage.action?spaceKey=C4DTOAUG&title=EXR&linkCreation=true&fromPageId=157955827)* files in Nuke.

Composite

Vector Blur node settings in Nuke

VectorBlur alpha disabled: incorrect VectorBlur: alpha enabled: correct

Finally, we should see the pool ball render composited onto the background render as follows:

Pool ball rendered with Motion Vector AOV Background render Pool ball composited onto background

Limitations

There are some limitations when rendering a 2D motion vector compared to rendering Arnold's native 3D motion blur. Some of these limitations include motion blur in a reflective surface, deformation blur, no true 3D motion blur effects such as a wheel spinning that is not facing the camera, and time-lapse effects using motion-blurred light sources.

Reflected motion blur is not possible when using Motion Vector blur

Note: The motion vector AOV has a problem handling deformation motion blur. If you need to render a proper motion vector AOV for deformation motion blur, you must create a custom AOV with a motion_vector shader attached to it.