Visual artefacts using object blur on animated skinned mesh

Full-scene Motion Blur for Unity Pro

Re: Visual artefacts using object blur on animated skinned m

Postby Ricardo Teixeira » Thu Aug 06, 2015 11:36 am

I agree, subtle values seem to work best.

Keep up the great work folks. ;)
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Re: Visual artefacts using object blur on animated skinned m

Postby HiFiHair » Fri Oct 09, 2015 6:52 pm

Thanks, guys. This is fantastic advice. Apologies for not getting back to you both sooner!
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Re: Visual artefacts using object blur on animated skinned m

Postby Ricardo Teixeira » Mon Oct 12, 2015 8:40 pm

HiFiHair wrote:Thanks, guys. This is fantastic advice. Apologies for not getting back to you both sooner!


No problem, happy to help. Let us know if you ever run into any additional issues, we would be happy to help.

Thanks!
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Re: Visual artefacts using object blur on animated skinned m

Postby Ricardo Teixeira » Wed Mar 30, 2016 1:28 pm

Hello everyone,

We hope all is well with you and your work. Quick follow up to our last talk, Is the problem still present in the latest Unity+AC version? We would like to take this opportunity to share the latest AC version.

Amplify Motion v1.8.0 dev005 - Download
    Fixed hot reloading error
    Fixed overlay cameras not working properly
    Fixed blurring in covered/occluded moving meshes in OSX (glcore)
    Fixed error BakeMesh results are invalid; skips skinned mesh
    Fixed crash when target size was 0x0
    Fixed warning spam in some cases
    Fixed reprojection issues on GLES3
    Added motion blur noise and toggle
    Added threshold-based teleport detection to auto-reset motion vectors
    Added AmplifyMotionObject API calls for explicit motion vector reset
    Optimized both CPU and GPU skinning
    Reduced memory footprint across the board
    Organized inspector properties
    Dropped Unity4 support for v1.8.0 and up

Thanks!

All the best,
Ricardo Teixeira
@amplifycreates
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