i have an animation that i’d like to render out with motion blur, the character in the animation uses different textures for the mouth and eyes (for closing and opening). i have these as an image sequence in the texture with the frame hooked up to a driver for easier animation
all works well until i render with motion blur on, when the mouth or eyes change, for a single frame the two textures are blended together, which looks reeeeeally ugly when in motion …
i do have a workaround for this, however it’s slow and tedious
look through frames of rendered png sequence
find a frame with 2 blended together
go to that frame in the blend and delete all keyframes on the face drivers
render and export that frame over the original
repeat for all offending frames
i’d like to know if there is a way to make this not happen ? (or at least a less tedious way of doing the method above), thanks !!
That’s weird, I’m not sure blender is supposed to do that…
What render engine are you using ? it’s worth testing another one, like if you use eevee maybe try cycles ( unless you relies on shader to RGB ).
Also it’s worth making a simple test case, like playing the image sequence on a rotating plane, without any driver involved just to make sure you get the same issue.
I’m wondering if motion blur is at fault here.
Are you animating UVs here, or it’s really the frame of an image sequence ?