Top

RE:Vision Effects ReelSmart Motion Blur for OFX v5.2

Review:

  

Downloads

Download demos and trial versions, product documentation, free presets and more.

You May Download a Free Demo After Logging In!

RE:Vision Effects ReelSmart Motion Blur for OFX - featured

Automatically tracks every pixel in a sequence and blurs based on calculated motion!

Automatically add more natural-looking motion blur to a sequence using ReelSmart Motion Blur. Our tracking technology is at the heart of ReelSmart Motion Blur, so there is no handwork involved. Of course you can add as little or as much blurring as you need and even remove motion blur! Finally, you can create very interesting effects by blurring one sequence by using the motion from another.


Highlights

ReelSmart Motion Blur features for Nuke & Scratch

  • automatic tracking of every pixel from one frame to the next
  • variable amount of blur
  • ability to blur one sequence using the motion from another.
  • removal of motion blur
  • multiprocessor support
  • Support for foreground and background separation using a specified matte. ReelSmart Motion Blur then uses proprietary filling and tracking techniques when working on the background layer, even when it is obscured by the foreground!
  • Plugin included that allows you to blur with motion vectors supplied by you... which, most likely, will come from your 3D animation system.

ReelSmart Motion Blur features for Nucoda

  • automatic tracking of every pixel from one frame to the next
  • variable amount of blur
  • removal of motion blur

ReelSmart Motion Blur features for Sony Vegas, Catalyst Edit, HitFilm & Natron

  • automatic tracking of every pixel from one frame to the next
  • variable amount of blur
  • removal of motion blur
  • multiprocessor support

 

What's new in version 5.2.2? Posted December 3, 2015:

  • Adds support for Catalyst Edit
  • Natron - fixed overlay handle size to remain constant when viewer size/resolution is changed

What's new in version 5.2.1? Posted September 29, 2015:

  • No longer requires OpenCL to be installed in order to run on CPU in render-only mode
  • RSMB PRO Display Menu was missing some features and Show Unblurred option was not working.
  • Adds support for option to quit on error in batch render mode

What's new in version 5.2? Posted March 17, 2014:

  • Adds support for more OFX hosts

What's new in version 5.1? Posted June 20, 2014:

  • Fixes a bug where RMSB Pro when using tracking points and no image tracking did not work in GPU acceleration mode
  • Fixes a bug where negative alpha could be erroneously created when removing motion blur (bug was in GPU mode only)
  • Fixes a bug where GPU mode did not work properly in demo mode on some GPUs.

What's new in version 4.2b? Posted March 17, 2014:

  • Macintosh Only: Fixes a bug on Macintosh 10.9 where the installer does not see the MAC addresses for a node-locked install

What's new in ReelSmart Motion Blur v4.2 for OFX

  • Fixes a bug where some of Nuke's shortcuts did not properly work if a plug-in's controls were twirled open
  • Fixes a bug where wrong results could be produced when the working resolution was not 100%
  • Fixes a bug where point positions caused incorrect results when the working resolution was not 100%
  • Fixes a bug where point positions were not properly displayed when the working resolution was not 100%
  • Fixes a bug where using multiple points could produce incorrect results even when the working resolution was 100%

What's new in version 4.1.1? Posted May 15, 2013:
Fixed a bug where GUI floating licenses were checked out when a render-only floating license should be used first.

Host Compatability

  • Nuke, 5.1 v2 and up, 64-bit versions only
  • Assimilate Scratch, v4 or later
  • Nucoda (tested in versions released in 2014 and later)
  • Toon Boom Harmony 12 or later
  • HitFilm 3.0.0576 and up.
  • Vegas Pro 10.0e and up. 64-bit only.
  • Movie Studio 11.0 and up. 64-bit only
  • Resolve v11 and up.
  • Natron v1 and up. 64-bit only
  • Catalyst Edit 2015.1.0.104 and up.

GPU Requirements and Info 

Below is information you will need to know for our products that support GPU acceleration.

This applies to all host applications:

  • GPU with 1G memory officially supported. GPUs with 500m can work for our plug-ins, but are not officially supported.
  • Driver for GPU must support OpenCL 1.1. Note that Mac OS 10.7 and up automatically provides this compatibility. On Windows, check with your manufacturer for updated drivers for your GPU, and make sure you have one that supports OpenCL 1.1. We recommend the latest drivers available.  
  • Windows 7 or 8, 64-bit for GPU support. Vista is still supported for CPU mode.
  • Mac OS 10.7 or 10.8. Mac OS 10.6 still supported for CPU mode. It is highly recommended that when on Macintosh to use Mac OS 10.8 or later for the GPU mode of our plug-ins because the OpenCL drivers are more robust and run up to 30% faster than those of Mac OS 10.7.  For Intel HD Graphics GPUs, Mac OS 10.9 is required.
  • Important note for Macintosh users and nVidia cards: Make sure to update to the latest nVidia drivers and not rely solely on the drivers that come with the Mac OS.  http://www.nvidia.com/object/mac-driver-archive.html

Assimilate Scratch & Digital Vision Nucoda GPU Requirements

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.  So if you see a green frame, that probably means that we’ve run out of GPU resource with which to render the sequence.

As such, our plug-ins that support GPU acceleration for Scratch and Nucoda will present you with a “Use GPU” menu with 2 options:

  • 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.

The Foundry Nuke GPU Requirements

First, we support GPU rendering in all modes of Nuke, including render-only uses of Nuke.

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.

When working completely on a single machine, you can simply pick GPU mode or CPU mode as you see fit… and render to RAM, to disk, etc. and all the frames will be rendered using the same mode. There are cases where you might send jobs out to machines on a render farm  and the set of machine(s) may be a mixture of GPU-supported and non-supported GPU (or no GPU); or conversely, you may know that all the machines that will be rendered on are all GPU-supported, or all are non GPU-supported.  As such, our plug-ins in Nuke that support GPU acceleration will present you with a “Use GPU” menu with 3 options:

  • 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.  In addtion, the OFF setting might be advantageous if you will be sending a job to a render farm, and some machines have GPU support for our plug-ins, and others don’t.  By selection OFF (CPU mode) you can be assured that all frames across the render farm will run in the same mode (all CPU) and all frames will be consistently rendered.
  • ON - This option forces the plug-in to run on the GPU.  If no GPU is present, or is not supported, a green frame is rendered.  If working solely on one machine, you can try the ON setting.  If you get a green frame, then your GPU is either not supported, or there is not enough GPU memory.  Another use for this setting can be to determine which machines on a render farm do not have GPU support by looking to see which machines return green frames.
  • ON if GPU supported, CPU otherwise - This mode is useful if your interactive session has a GPU, and you know that all your render farm machines are either all a) GPU supported or b) none are  GPU supported.  In this case, you know that all machines on the render farm will render all frames consistently on CPU, or GPU.  In this situation, with this setting, you don’t have to remember to switch the Use GPU setting from ON to OFF before sending to the render farm.  Note: we can still produce a green frame if we discover a supported GPU but run out of GPU memory, or other such error as the rendering progresses
Log in to leave your own rating.

Customer Reviews

Sorry, no ratings have been submitted for this entry yet.

Burning Questions: What in the heck is OpenFX?

I was talking to someone at NAB who I would consider to be “in the know” for visual effects and was surprised that he had...

More...

In Depth: Keying: Introduction & Frequently Asked Questions about Shooting Greenscreen

Keying is part technical skill, part patience, and part sorcery. This series will take you through different areas of...

More...