[UPDATED] Amplify Motion - Quality vector based motion blur

Attention, Amplify Motion has been discontinued. The plugin will be available soon for the entire Unity Community. Thank you for all your support, it’s been one incredible ride!

Amplify Motion is an industry proven, complete and fast full-scene vector based motion blur effect that works with all opaque and coverage/alpha-test surfaces. It supports both stationary and moving objects as well as Skinned, Cloth meshes and non-transparent particle systems.

Capable of handling all translation and rotation on cameras or dynamic objects with efficient per-pixel vector accuracy and high-performance, even when dealing with large amounts of skinned meshes or physics based assets. Maintained and optimized for Desktops, Consoles and Mobile devices.

Manual

What does Firewatch, Wasteland 2, Ghost of a Tale, The Forest, Road Redemption, p.a.m.e.l.a., Survive the Distance, Death Race, Power Drive 2000 or Verdun to name a few have in common? Visit our Customer Showcase and Product Page to find out.

Amplify Motion Overview

Features:

  • Full-scene quality vector based Motion Blur

  • Instant results, drag & drop, no coding required

  • High-performance and Mobile-ready

  • Camera and moving objects

  • Skinned and cloth meshes

  • Variable quality steps

  • Soft edge bleeding

  • Complete source code

  • For Desktops, Consoles & Mobile Devices

  • WebGL and Windows Store support

  • NEW! Basic Particle support

  • NEW! HDR support

  • NEW! GPU-based deformation; order of magnitude improvement

  • NEW! Massively improved runtime performance

  • NEW! “Optimize Game Objects” rig support

  • NEW! XboxOne and PS4 support

Quick Start Tutorial
https://www.youtube.com/watch?v=Iiqrahxu3nQ
Intermediate Concepts
https://www.youtube.com/watch?v=dTbIpNSHIBc

Be sure to contact us if you run into any problems or if you have any questions regarding our products, we would be happy to help. You are all premium users to us, stay in touch, we would love to hear more about your work.

Release Notes - Amplify Motion 1.2.2

  • Fixed broken Lens Flare effects compatiblity
  • Fixed crash when ‘Optimize Game Object’ Rig import setting is enabled; this feature is not yet supported
  • Fixed aspect ratio problems in screenshot capture using camera.Render(); cam must be disabled
  • Fixed motion blur outlining issues when using hardware MSAA
  • Fixed SkinnedState initialization check when instantiating a new camera
  • Fixed invalid motion vectors on first frame or last frame on LoadScene
  • Fixed out-of-sync motion in Skinned and Cloth meshes
  • Fixed rounding mismatch when reading screen dimensions from camera
  • Added object Unregister functions
  • Improved threaded code fault tolerance

That’s great Ricardo

Thanks :slight_smile:

Enjoy :wink:

Pretty soon we will make some new additions to Amplify Motion, stay tuned via Twitter.

I purchased your asset today, and tried it out in my current project… now I have a big problem: The motion blur effect works as advertised, with one exception: The vehicle the camera is following, which the camera is attached to also gets blurred, even though it does not move compared to the camera.

How do I prevent this?

Regards

Gian-Reto

Thank you for your purchase! Please be assured that we’ll do our best to fix all issues you might be having.

Can you check if the vehicle has a AmplifyMotionObject script attached? If not, please add it manually to the root and enable “Apply To Children”. We had at least one previous report that some objects were being skipped.

If this is the reason, please let us know and we’ll have an in-depth look at mesh auto detection.

Kind regards

Yes this is what l tried … did not work

My Vehicle Game Object is a very complex Object with lots of children though, but I Attached it to the parent container

Also I have the problem that my current project is a split screen game with 2 active cameras so I have doubts that this solution is working for me

for some reason I was not able to open the scripts in mono develop … are they closed-source? Or should I be able to open them?

thanks

Gian-Reto

Complex objects shouldn’t be a problem.

We support multiple cameras. All you need to do is add the effect to both.

We’re closed source at the moment, albeit available to fix any outstanding issues as quickly as possible. Please get in touch with us to support@amplify.pt if you’re willing to provide a sample scene/project. We can sign a non-disclosure agreement, if necessary.

Do you also support multiple cameras which are stacked for drawing distance reasons(flightsims)?
The Unity Motion Blur effect has problems with our camera following the rigidbody airplane… somehow strangely jumping around. I think we tried the demo of easyflow a while back but it had the same problem. Ayn ideas what could be the cause of this? Well’ i think we need to check the new demo again i think :slight_smile:

Edit: I tried the “try before buy demo” now and it works better, on the animated camera there is still some strange jumping and also some bluring while the camera is not moving but in game it works much better now. Though there is one thing that is a bit annoying in our case. It blurs the scenery regardless of distance. So also far away things are blurred the same amount as close things . it would look a lot better and much more realistic if the effect would be less strong in the distance(for forward motion only of course, for rotating the camera its all perfect), especially for racing games and flightsims this would make a huge difference.

Am i doing something wrong? Is this not possible for technical reasons? Also, if possible, wouuld you consider to build in this feature?

Edit2: The distance issue described above seems only to come from using 2 cameras layered on top of each other. We have a near and a far camera. When i use only one it looks great but thats not practical in our case because we need higher view distance than the zbuffer can handle.

The Motion Blur effect is really good i have to say!

Thank you for testing! It’s great to have all kinds of different test cases.

We support multiple cameras rendering to different targets separately or the same target using the AM Overlay Camera feature:

It basically allows you to have different fov/depth-range for up close objects, like an FPS weapon, which could be applicable to your case. All you need to do is assign the second camera to the Overlay Camera list of the first one. Only the main/primary camera will have the AM effect applied.

I’d really love to get that specific case working. We’re going to great lengths to make it as robust as possible.

I tried again, the object script does indeed not work both on my vehicle container, and also not on the contained gameobject which holds all the graphical meshes (and some other stuff too).

My current game project itself is too large to send, But I will see if I can create a smaller project to test again and send this.

Also, if you say you support multiple cameras: how does each camera know which object to blur and which not to? Vehicle 1 should not be blurred in camera 1, but vehicle 2 should be (as long as does not move at the same speed as the first vehicle in the same direction… can your script pick this up somehow?), and vice versa for the second cam.

EDIT:

Did some more testing. I added the object script directly to the gameobject containing the mesh, switching off the “apply to children” setting… did not help. I also played around with the “auto register objs” option on the imageeffect script… and found something rather interesting:

When “auto register objs” is on (without adding the obj script to anything), of my 12 graphical meshes one is picked up and excluded from the blur. For some reason, the cannon mesh is not blurred, while all other meshes belonging to the same vehicle are blurred like everything else… why is that?

Hello everyone,

We have finally launched our automated payment and delivery service, combined with automated downloads for product updates. After your purchase, you no longer have to wait for a build to be delivered.

Our system will ensure that the latest full build will always be made available through a temporary download link. After the link expires, or a new product update is released, you’ll be able to update your product simply by providing one of your product keys in the download page, in order to unlock your downloads.

We’ll be sending out Product Keys to all existing customers. Please contact us if you haven’t received your keys before 23rd of December 2013.

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Thanks a lot for the reply, i will fiddle around with it and see if i can get it to work! Its great to see that you are interested to get also those special cases to work. I definitely want to use amplify motion, it really looks great in your demos and i am looking since a long time to get proper motion blur into our project.

I’ll come back and give further feedback.

This would be extremely helpful. Thanks.

They are blurred according to their relative to each camera.

Is the cannon mesh on a layer that is being excluded by the AM effect’s culling mask?

We definitely do. Thanks for taking the time.

Will take me some time, might be able to do that over the weekend

does that mean blurred according to motion relative to the camera? So if its stationary to the camera, no blur, if its moving a little bit relativ to the camera little bit of blur, if its much faster a lot of blur?

Its on the same layer as all the other graphical meshes… and there has been no culling mask applied (or to word it better, it has been set to “Everything”)

What I found out is that there are other parts of the mesh excluded from the blur… the Vehicle also has an MG Mesh, which also is not blurred. And some other meshes are also excluded.
EDIT: just noticed something - all the meshes picked up are using bumped diffuse shaded (some with emissive), while most of the others are using bumped specular shaders (again some with emissive). Could this have any influence?

It means that if the camera is moving and the object is not, or if the object is moving and the camera is not, it’ll get blurred. If it moves with the camera, it doesn’t get blurred. Motion is computed in camera screen space.

I don’t think it has anything to do. I guess I’ll have to check it out.

If you help us out by providing the test scene and let us solve these bugs we’d gladly provide you with a promocode as compensation for your effort :slight_smile:

Hmm… played around on my own a little bit, changing the gun shader to emissive specular bumped… it still gets excluded from the blur, so its not just the shader.

I will definitely create a testscene over the weekend to help you sort this out.

EDIT:
I created a small test scene with just the bare minimum in it to test the ImageEffect on my Vehicle… and lo and behold, everything works fine.

I will now import and activate the additional components and objects one by one to find out what exactly triggered the ImageEffect to malfunction. I will update you here as soon as I know more.

EDIT 2:

Okay, I am pretty much done with importing 75% of the packages I use in my main project to my little test project… now its not little anymore. Still, the Amplify Motion Effect works like a charm there. I don’t seem to be able to break it!
On the other hand, in my main project I still have the same old problem. Nothing I deactivate has an effect. It seems like the whole thing is just broken for some reason. What I will still try is to completly wipe Amplify Motion from my main project, and Install again… but after that I ran out of ideas.

Sadly there is little I can send you apart from my 4GB main project to analyse as I cannot reproduce the problem… do you have any idea yet what could cause it?

EDIT 3:

I completly wiped and reinstalled Amplify Motion… did not help at all.

I tried DX9 and 11, forward and deferred (I normally use DX11 and deferred for testing), I switched on and off almost all the components I use in this project, and made sure all the other motion blurs I tested before this ones are either deactivated or removed from all the cameras… there are still some components I did not test yet, but its only the unlikely canditates left.

So besides me not being too eager to transfer my project in its early prototype stage to someone else (its a mess inside :slight_smile: ), I guess 4 GB are hard to transfer anyway, even compressed. Besides, there are tons of other packages bought from the asset store used in it that might violate terms of use if they get transferred, so I am a little bit relucant to do so.

After weeks of trying to get rid of my problem or at least reproduce it in a separate project I could not ifx it at all.

All I can offer is an export of my main project (2.7G, and my Unity crashes on import), if you think that this might help I could provide it to you, I assume you will treat its contents confidential (both my own work and contained assets from other parties) and delete after you found the problem?

Have you got anymore ideas what I still could try to get it to work? The interesting thing is: If the AmplifyMotionObject Script on my Gameobject is activated or not does not change a thing. I get the same results when the Script is deactivated.

Any help would be great… I am literally pulling my hair out here :confused:

Gian-Reto

Hi gian,

I apologize but I completely missed these last two messages. I just received a notification just today… I don’t think forum notifications are working properly.

We recently fixed an issue that might be related, please try this one out:
https://dl.dropboxusercontent.com/u/14079608/AmplifyMotionTrial_123b.unitypackage

If this one doesn’t work I will personally download your project and debug it until I fix the issue, and obviously delete it once I’m done. We’re also available to sign any NDA you might require in order to safeguard your copyright.

In the future, in urgent cases, might be quicker to get in touch via email to support@amplify.pt or our community forum for quicker responses. Please include your invoice number if you’re a customer.

We’ll do our absolute best to get this fixed.

Hi

Thanks for the answer… I downloaded the version and will try it out… but before I import it, one question: Shall I remove Amplify Motion before I do that? I am never sure if overwriting is a good idea.

A NDA will not be necessary… I am more afraid that I might violate some Asset Store Terms, or that you will have a hard time wading though my badly organized prototype project with ugly prototype code :slight_smile: … Can’t do much against number two for now, and you might have more insights in question number one.

I certainly will send you an E-Mail in the future… I did not want to bug you over the holidays with my questions though, and was busy with christmas and new years eve myself, so its not a big deal anyway.

Regards

Gian-Reto