Corwin8 wrote:Is it possible to use AM only for camera motion and avoiding performance cost of object based blur?
Corwin8 wrote:And for moving objects it is good to either use auto registering objects or add Amplify Motion Object Base to all objects that should use AM independently?
Corwin8 wrote:But even when you don't use these components, everything will be blurred using camera motion, yes? Because it would be probably good enough for us - and if we would like to add Amplify Motion Object Base to some moving object, we could do so. Problem is that even when we disabled Auto registering objects it keeps adding components to non-static objects. It also works as moving objects has color in debug mode.
Is there some way to disable this behaviour and prevent AM from adding components to dynamic objects? And am I correct about other things in this post? Thanks for your help!
Corwin8 wrote:Thanks!
So there isn't a difference between camera motion blur and blur based on movement of objects? We thought that we could have smooth camera motion (blurring screen when moving camera) without other features (AM Object Base components on every dynamic object), but it seems that all we can do is exclude actual motion effect from layers we wish (if we exclude dynamic objects, it will affect not only their movement blur but also camera movement blur won't affect them any more, yes?)?
Corwin8 wrote:Thanks, everything is clear now. We will just have to choose if we want your complex solution or something a bit more simple.
Corwin8 wrote:We have one more question.We use one object with all of our materials for loading textures to memory but it doesn't work, and we think that it could be due to Amplify Motion: http://clip2net.com/s/3ISXjBy
Exluding layer of this object doesn't help.
What can we do about this?
Thanks!
Corwin8 wrote:Thanks, we will probably now wait for Unity 5.6 update and then we will also update to latest Amplify tools so we are sure that issue isn't solved by that. So I believe that we could reply here next week with more info.
Our project is quite big (huge) so I don't think it will be possible to share it with you.
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