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RE:Vision Effects ReelSmart Motion Blur Pro for After Effects & Premiere Pro v5.1

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  • RE:Vision Effects ReelSmart Motion Blur Pro for After Effects & Premiere Pro - featured
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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.


Highlights

ReelSmart Motion Blur features, for After Effects-compatible hosts:

  • 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
  • 8 and 16 bits per channel processing. Unclamped floating point image support in After Effects 7.0 or later.

ReelSmart Motion Blur Pro adds the following features:

  • 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!
  • Up to 12 tracking 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. You can set the position of each point at each frame by hand, but more importantly, these points can often be positioned from frame-to-frame using the host application's point-tracking features.
  • For After Effects and combustion: Plugin included that allows you to blur with motion vectors supplied by you... which, most likely, will come from your 3D animation system.
  • For After Effects and combustion: When RSMB exhibits tracking problems, you can guide RSMB by simply creating and animating shapes to show RSMB where objects are actually moving. Interactive feature registraion is directed through the host program's drawing and roto tools (splines and polylines), not through a grid of mesh points! As such, there is no new interface to learn.
    Read more information on our motion vector format and for techniques for retrieving motion vectors from your 3D system.

After Effects 13.5.1 (CC 2015.0.1) now available, fixes bugs Adobe has released After Effects 13.5.1 (CC 2015.0.1) which corrects a bug which prevented the use of any two of our plug-ins on the same layer.

Important note: The AE CC 2015 installer removes AE CS6, CC and CC 2014 by default. We recommend keeping your older versions by unchecking the box for the "Remove Old Versions" option. This option is an advanced option that is not expanded (twirled open) by default. For further details, please see this article on the After Effects' team blog here.

If you are using Twixtor v6, RSMB v5, RE:Flex v5 or RE:Match v1 you must have the most recent version of the plug-in installed as follows:

  • Twixtor 6.2.1
  • RSMB 5.1.1
  • RE:Flex 5.2.1
  • RE:Match 1.4

Note: Using RE:Flex v4 in CC 2014.2 or any version of CC 2015:

With the release of CC 2014.2, Adobe unfortunately broke compatibility with RE:Flex v4.


What's new in Version 5.1?

  • Version needed to run in AE CC 2015 if you use splines to help guide RSMB Pro.
  • Fixes some bugs in RSMB Pro within After Effects CC 2014 where the render cache was not properly re-rendered when masks were modified that the plug-in was using.
  • Adds support for RVL_NOGUI_LIC and RVL_QUIT_LIC_FAIL environment variables during render-only use in After Effects.

What's new in version 5.0.3? Posted June 5, 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 5.0.2? Posted May 29, 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)

Host Support

  • Adobe After Effects CS5 and up, and Adobe CC versions (Including CC 2017)
    • Note if using AE CC 2015, that you will need to use 2015.0.1 (13.5.1) or later.
  • Adobe Premiere Pro CS5 and up, and Adobe CC versions. (Including CC 2017)

Operating System Requirements

  • Mac OS 10.6 and up, GPU support for Mac OS 10.7 and up
  • Windows Vista, GPU support for Windows 7 and up.

GPU Requirements

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. Special note to Premiere Pro users: Premiere Pro need not support OpenCL for a particular GPU for us to work, see notes in the Premiere Pro section below.
  • 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 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.

Adobe After Effects GPU Requirements

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 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 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 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.

Adobe Premiere Pro GPU Requirements

First, we support GPU rendering in Premiere Pro CS6 and up.  You must have a GPU that Premiere Pro supports.  Premiere Pro does not need to support the GPU in OpenCL mode, 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.  Currently our plug-ins do not support Intel HD Graphics GPUs within Premiere Pro.

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.  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 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.

 
 
 
 
 
 
 
 
 
 
 

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Customer Reviews

Hidden Gem

I wasn't planning on using this one as part of the bundle, but after finally taking the time to become familiar with it, I saw what the buzz about it was. Motion blur (or the removal thereof) is a large part of the kind of action videos I edit. Glad I took the time, you will be, too.

Would you recommend this product to a colleague? Yes

By: Mike Cash
Date: April 28, 2012

This motion blur plugin is really smart!

ReelSmart is a fantastic plugin for not only putting great motion blur on footage and graphics, but also controlling the amount of motion blur the subject gets. A great way to control the amount of motion blur something gets. Using the same motion algorithm they've also built in the ability to remove motion blur, which is really handy. A must for any toolkit.

Would you recommend this product to a colleague? Yes

By: Aaron Stewart
Date: April 09, 2012

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