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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.
ReelSmart Motion Blur Features
Fast and easy motion blur! – Applies motion blur based on automatic tracking of every pixel.
Essential for 3D – Ability to blur with motion vectors supplied by your 3D system.
ReelSmart Motion Blur Feature Specs
Automatic Tracking – Automatic tracking of every pixel from one frame to the next
Fine Tune – Variable amount of blur
Removal of Motion Blur – Blur can also be removed!
360 Motion Blur – RSMB tracks 360 footage and blurs properly taking into account the connectedness of the edges of the sides as well as top top and bottom.
Object Separation – 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! (Not available with Catalyst Edit, DaVinci Resolve, Flame, Smoke, Media Composer, Movie Studio, Nucoda, Vegas Pro)
3D Motion Vector Input – Ability to blur with motion vectors supplied by you… which, most likely, will come from your 3D animation system. (Not available with Catalyst Edit, DaVinci Resolve, Media Composer, Movie Studio, Nucoda, Vegas Pro)
RGB+A Tracking – An option that uses the alpha channel to help tracking of dark images with mattes. This is especially useful for CG, masked and/or keyed material. (Not available with Media Composer)
Track Point Guidance – Up to 12 user-defined points can be specified to help guide RSMB’s motion estimation. By using the tracking points you can explicitly tell RSMB where a pixel moves from one frame to the next in order to guide RSMB’s calculation of motion vectors. (Not available with Catalyst Edit, DaVinci Resolve, Flame, Smoke, Media Composer, Movie Studio, Nucoda, Vegas Pro)
Spline Guidance – When RSMB exhibits tracking problems, you can guide RSMB by simply creating and animating shapes to show where objects are actually moving. (Not available with Catalyst Edit, DaVinci Resolve, FCPX, Flame, Smoke, Hitfilm, Media Composer, Motion, Movie Studio, Nucoda, Nuke, Premiere Pro, Scratch, Sihouette, Vegas Pro)
RSMB in Action
RSMB 360 Demo
RSMB uses optical flow tracking on 360 footage taking into account the connectedness of the left and right sides of the 360 video, as well as the top and bottom.
ReelSmart Motion Blur in Action!
See what ReelSmart Motion Blur® can do for you!
Work by Comen VFX. RSMB was used to give a more filmic look to footage shot on video, providing shutter speed correction. The footage looked choppy when played back at film rates. So the client settled on RSMB to simulate that normal shutter speed you would have with film footage.
Regular license works with After Effects, Catalyst Edit, DaVinci Resolve, Final Cut Pro, HitFilm, Motion, Movie Studio, Natron, Premiere Pro, and Vegas Pro. (Note: Pro license works with After Effects, Baselight, Final Cut Pro, Flame, Smoke, Fusion Studio, HitFilm, Media Composer, Motion, Natron, Nucoda, Nuke, Premiere Pro, Scratch, and Silhouette. Pro license also works with regular product of any supported host.)
ReelSmart Motion Blur Regular Licences suport
After Effects CS6, CC, CC 2014, CC 2015, CC 2017, CC 2018, CC 2019, 2020
Premiere Pro CS6, CC, CC 2014, CC 2015, CC 2017, CC 2018, CC 2019, 2020
Note: If you’re using AE CC 2015, you will need to use 2015.0.1 (13.5.1) or later.
Final Cut Pro 10.1.4 (and up)
Motion 5.1.2 (and up)
Media Composer 6.0, Symphony 6.0, Newscutter 10.0 (and up)
Autograph (all versions)
Catalyst Edit 2015.1.0.104 (and up)
Fusion Studio 8.21 and up,
Resolve Studio 16 (and up).
HitFilm 3.0.0.0576 (and up)
Movie Studio 64-bit only, v11 (and up)
Natron 1 (and up)
Vegas Pro 64-bit only, v10.0e (and up)
The same OS and hardware requirements for the version of the Host that you are using.
Below is information you will need to know for our products that support GPU acceleration.
All plug-ins that support GPU acceleration also work in CPU-only mode if your GPU does not work with our plug-ins.
GPU with 1Gb memory officially supported. GPUs with 500Mb can work for our plug-ins, but are not officially supported.
Driver for GPU must support OpenCL 1.1.
Intel on-chip GPUs ( HD Graphics 4000 or later) are supported when OpenCL 1.1 drivers for them are available.
Windows 7, 8 or 10 or later, 64-bit, required for GPU support.
Mac OS. Mac OS 10.7 is required for GPU support, but we recommend Mac OS 10.8 or later. Intel HD Graphics requires Mac OS 10.9 or later
First, we support GPU rendering in all modes of After Effects, including RAM preview, with AE’s multiprocessing (multiple frames at once) turned on, Render Queue rendering, aerender, and dynamic links within Premiere Pro and AME.
It is important to note that the 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 the 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 After Effects 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 addition, 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.
Adobe Premiere Pro GPU Requirements
First, Premiere Pro does not need to support the GPU, even though our plug-ins use OpenCL for acceleration. Nor do you need to have the Mercury engine running in OpenCL or CUDA mode to use our plug-ins in GPU mode. 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.
Users of our plug-ins with GPU acceleration will see utilization of two or more GPUs at the same time, provided they are the fastest GPU on the machine, and are of the exact same type. 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.
Newer versions of our products: Our newer plug-ins for Premiere Pro that support GPU acceleration will have group of GPU options labeled Activate GPU. You’ll see that GPU acceleration is OFF by default. Also note by default that some of our plug-ins will try to conserve GPU memory. Our plug-ins conserve GPU memory by only allowing Premiere Pro to render a limited amount of images at the same time (this is limited to the number of GPUs present). If you find this actually slows down rendering, or causes a hang, you should try unchecking the “Less GPU Mem” setting before turning the GPU rendering ON.
Older versions of our products: Our plug-ins for Premiere Pro that support GPU acceleration 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.
RE:Vision Effects has a couple mini tutorials that offer quick tips on how to make After Effect V22 and Multi-Frame Rendering (MFR) "more robust when any temporal processing effect requesting multiple input frames is used."
Charles Yeager leads you along in this tutorial on how to do some key things when using OBJ files exported from 3ds Max and used in Video Copilot Element 3D. He also uses ReelSmart Motion Blur from RE:Vision Effects.
In this episode of Red Giant TV, Aharon Rabinowitz walks you through the workflow used to create realistic fire for the film Tempo. He’ll be using a combination of real fire footage, Trapcode Particular, and some 3rd Party plug-ins from RE:Vision Effects.
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