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RE:Vision Effects ReelSmart Motion Blur for OFX v6.0.3

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RE:Vision Effects ReelSmart Motion Blur for OFX - featured

Applies natural-looking motion blur by automatically tracking every pixel.

RE:Vision Effects' sophisticated tracking technology is the root of ReelSmart Motion Blur, so there is no manual labor to complicate it. You have total control with the amount of blur that you apply, if you choose to modify the calculated blur. ReelSmart Motion Blur also allows users to produce captivating and experimental effects by blurring a sequence by applying the motion from another.


Highlights

ReelSmart Motion Blur features for Nuke, Scratch & Silhouette

  • 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!
  • 3D Motion Vector Input - Ability to blur with motion vectors supplied by you... which, most likely, will come from your 3D animation system.
  • 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.
  • 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.
  • GPU accelerated

ReelSmart Motion Blur features for Sony Vegas, DaVinci Resolve, Nucoda, HitFilm, Natron, Movie Studio & Catalyst Edit

  • 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.
  • 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.
  • GPU accelerated

 

ReelSmart Motion Blur Pro for Hitfilm and Natron adds the following features: (sold separately)

  • 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!
  • 3D Motion Vector Input - Ability to blur with motion vectors supplied by you... which, most likely, will come from your 3D animation system.
  • 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.

 

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!

 

The Fighter

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.

Host Compatability

  • Catalyst Edit 2015.1.0.104 (and up)
  • DaVinci Resolve 11 (and up)
  • HitFilm 3.0.0.0576 (and up)
  • Movie Studio 64-bit only, v11 (and up)
  • Natron 1 (and up)
  • Nucoda 2014 (and up)
  • Nuke 5.1 (and up)
  • Scratch 4 (and up)
  • Silhouette 6.1.3 (and up)
  • Vegas Pro 64-bit only, v10.0e (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

Scratch, Nucoda, Hitfilm, Natron, Resolve, Vegas Pro & Movie Studio 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
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Version 6.0.3 | October 23, 2018

  • Fixes a GPU acceleration crashing bug on Windows OS when there are multiple nVidia GPUs.

Version 6.0.2 | May 18, 2018

  • Fixes RSMB Pro render-only support for Natron.

Version 6.0.1 | May 1, 2018

  • Fixes RSMB regular render-only support for Natron.

Version 6.0 | April 19, 2018

  • Initial v6 release
  • Adds 360 video support
  • New option for linear footage that provides better tracking
  • New 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.

Version 5.2.9 | February 9, 2018

  • Fixes an issue where the plug-ins could crash some hosts on Linux upon startup.

Version 5.2.8 | July 28, 2017

  • Fixes a bug in Nuke with some image formats that the plug-ins did not recognize the alpha channel appropriately.
  • Fixes a bug some users were seeing on Macintosh that prevented licenses to be properly installed.
  • Version 5.2.8b0b, uploaded August 16, 2017, fixes a bug where a RSMB license was not properly seen by Apple's App store version DaVinci Resolve.
  • Adds support for Silhouette.

Version 5.2.7 | May 22, 2017

  • Fixes a crashing problem when images are more than 16384 pixels on a side
  • Fixes a crash in Scratch when GPU is used and the GPU processing fails (usually due to running out of GPU memory resources)
  • Adds direct Scratch GPU memory support for faster processing in Scratch 8.6.947 and later

Version 5.2.6 | April 20, 2017

  • Adds direct GPU processing to Scratch, version 8.6.939 and up.
  • Adds proper handling of RGB 3 channel images in Nuke and Scratch.
  • Fixes a crashing bug in Vegas Pro 11.
  • Fixes a problem in HitFilm where TrackPoints were displayed in RSMB Regular when it should not.
  • Fixes a problem where HitFilm exports with "X"watermark inappropriately, with RSMB regular.

Version 5.2.5 | December 20, 2016

  • Fixed a bug where turning on GPU resulted in green frames on Mac OS 10.12 (Sierra) on some Mac models (mainly laptops).

Version 5.2.4 | October 26, 2016

  • Fixed problems with negative values in color causing crashes when gamma enhancement is used to help with tracking on linear images.
  • Added an update checker for future version updating. The update check runs on the local machine, and must be manually run.

Version 5.2.3 | June 17, 2016

  • Fixes a problem where GPU memory was leaked when GPU acceleration is used and when scrubbing a timeline, or otherwise interrupting a frame being computed

Version 5.2.2 | December 3, 2015

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

Version 5.2.1 | 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 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%

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