Part1 Part2

Post Work Motion Blurs

I've written this tutorial for all the people who asked how we did our motion blur effectsn in the Second Empire series. These effects are always done as post work in an image editing package such as Photoshop or Paint Shop Pro. I know some higher end 3D packages allow this kind of thing to be done in the render, and for animations there is really no other option, but for static images, the effects can be achieved faster and more simply by post working.

I've written the tutorial with beginners in mind, so jump to the end if you know it all already!

A free texture is included with this tutorial - for your mountain side. Get it here.

The TIE fighter is from Andrews Starwars site.

So, without further ado - let's fire up Bryce!

Ok, we need a scene to blur! Create a terrain..

Click on the 'E' button to edit it...

Now add some fractal noise. Open the drop down at point 'A' and select which ever terrain type you would like. I've used "rolling hills" here.

Now add the noise using the blue button next to "Fractal".

The default mesh resolution for Bryce terrains is pretty low, so you will also probably like to increase this. Go to the dropdown at point 'B'. Select a higher mesh size. I've used 1024 - "massive resolution" here.

Finally, smooth the terrain slightly, to take advantage of the new, higher resolution.

Click the confirm tick, and return to the scene.

Now blow up your terrain to a respectable size. I've made mine about 1250 units square. Of course, size is always relative in virtual 3D space. This means you could leave the terrain at it's default size, and make the spaceship tiny in relation to it. However, atmospheric effects such as haze and fog work best at larger scales.

Now click on the "M" button to enter the Materials Lab.

This bit is for people who don't know how the material lab works. If you do, carry on without us!

First, go to point "A", and put the Diffuse and Ambient colour settings, and the Bump Height value into channel A.

Now, set the Diffuse value to 100, the Ambient Value to around 20 and the Bump value to around 40. (point B)

Go to point C and click on the "P" button. This sets the texture to Picture rather than Procedural.

The green button next to the pink one takes us a pop up which allows us to scale, rotate and offset the textures. I've scaled my texture up to 5. You can do this becuase the texture I've provided is tilable or "seamless".

Now click on the pink button at point "D". This takes us to the texture source editor.

Now load in your tilable texture by clicking "load" at point "A". When it's loaded in, copy it (point B) and then paste in into the alpha window (point C). This creates a greyscale version of the texture - this will drive the bump.

Click the confirm tick to return to the scene.

So now it looks like this..right? Do a quick test render to check your material looks ok. If you can see a tiling pattern, go make to the material lab and scale your texture down abit, (the green button).
Now import your spaceship. I'm using the SWMA standard TIE fighter from Andrew's StarWars site, but use whatever mesh or model you like.

Position it near the camera (or director) view, flying towards the viewer. Rotate it a bit too, for more dynamism.

Set your atmosphere and sun settings however you like.

The scene is complete. Save it, and click below for part 2.

Go To Part 2

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