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12th February 2022, 11:31 | #1 | Link |
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Looking to make no compromise motion blur
It's been years since I see people recording in high framerates on easy to run games (Minecraft, Quake/Doom games, or even CS:GO/Overwatch on higher end PCs) and using frame blending (aka smart resampling for vegas pro /ffmpeg tmix) to render down the fps back to something you can upload to YouTube (60/30FPS), here's an example
The higher the amount of blended frames (input fps / output fps e.g 240->60), the less you can notice it and the closer to "real life motion blur" it looks: A year ago I discovered RIFE (frame interpolation based on machine learning) and used it with (Flowframes) to interpolate past the thousand FPS to see how it would look, and even though made some decent results it was extremely time consuming (as it was exponentially slower) and resource heavy Much later I've came across blur, an utility to make smooth videos using VapourSynth which builds up a vpy script from a parsed config file. Using this was much faster and convenient since high FPS content did not need the accuracy of RIFE (SVPFlow is much faster) and it also can frame blend much faster than Vegas' Smart Resample / Adobe's frame blending / FFmpeg's single threaded tmix It ends up being an user-friendly way to interpolate using InterFrame and frame blend using vs-frameblender, f0e (blur dev)'s modified version of AverageFrames here's an example of the kind of scripts that it builds and runs: Code:
from vapoursynth import core import vapoursynth as vs import havsfunc as haf import adjust import weighting import filldrops video = core.ffms2.Source(source="D:/Videos/example.mp4", cache=False) video = filldrops.FillDrops(video, thresh=0.001) # Finds and replaces duplicated frames with interpolation (e.g encoding lag) video = haf.InterFrame(video, GPU=True, NewNum=360, Preset="medium", Tuning="weak", OverrideAlgo=23) frame_gap = int(video.fps / 60) blended_frames = int(frame_gap * 1.0) if blended_frames > 0: if blended_frames % 2 == 0: blended_frames += 1 # Gets the right amount of weights to give to the frameblender weights = weighting.equal(blended_frames) # Makes an array of each blended frame's importance, each of them being equal here video = core.frameblender.FrameBlend(video, weights, True) video = haf.ChangeFPS(video, 60) video.set_output() Since then I've been looking for better ways to interpolate/frame blend using VapourSynth: Selur's Hybrid has been really helpful since it can build VapourSynth scripts with multiple different ways to interpolate (FrameRateConverter/InterFrame/RIFE/MvToolsFPS) for me to study/test how each compare A friend recently told me about combining Pixel Motion and CC Force motion blur in After Effects, which gave life-like blur at the cost of (RIFE-like) slow render times and lots of artifacts (e.g when flicking in a FPS shooter, the whole GUI would blur along). This creates blur similar to RSMB while being able to fine-tune how much blended frames to create All I wrote was to explain what I've tried and what I'm trying to achieve, do you experienced folks know other VS plugins/scripts (or AVS+, I could make the switch if it ends up being what I'm looking for) to create blurred frames from gameplay footage? As of now I'm staying on vs r54 because vs-frameblender seems to be much slower on newer versions for some reason, there's probably other ways to blend a single video's frames (haven't tried reproducing similar results with vs-average) ps: also sad to see HolyWu (interframe vs porter) deleted their account |
14th February 2022, 22:43 | #2 | Link |
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side note: not sure whether it helps, but the filldrops.py from https://github.com/Selur/VapoursynthScriptsInHybrid allows to use SVP and RIFE as alternative to MVTools for the interpolation of duplicate frames.
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15th February 2022, 12:38 | #3 | Link | |
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2nd March 2022, 14:21 | #5 | Link |
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Here's a 1080p clip recorded in 280FPS you can mess with
Here's an example of what I'd do with this clip, the process it went through: Interpolated to 1920FPS (I know it's overkill, I don't like seeing resampling artifacts) using SVP Use vs-frameblender (very similar to AverageFrames) with 50% more weights to add ghosting on every frames then chop off the FPS to 60. Piped to FFmpeg to encode in libx264 so it an embed on fileditch ^ That's inefficient since you do a heck of a lot of blending that just gets trashed, that's why I'm looking for something that can average multiple frames together but only process a single frame. Example: only blending one out of 4 frames when resampling 240FPS to 60. Looking into this rn PS: You don't have to do such stupidly high interpolation, this has none and will look fine to most people Last edited by Couleur; 2nd March 2022 at 14:23. Reason: wrong link |
2nd March 2022, 18:22 | #6 | Link | |||
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Quote:
Thought I'de point out that Wonkey_Monkey did an RgbAmplifier alternative working also in YUV [RgbAmplifier RGB only]. Unfortunately Wonkey Donkey link in Avisynth Usage / New plugins thread dont work(404), but available here on his web page. https://horman.net/avisynth/ Top link, AMP. EDIT: Wonkey post telling of existence of AMP plug, Quote:
Wonkey, Quote:
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I sometimes post sober. StainlessS@MediaFire ::: AND/OR ::: StainlessS@SendSpace "Some infinities are bigger than other infinities", but how many of them are infinitely bigger ??? Last edited by StainlessS; 2nd March 2022 at 18:39. |
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2nd March 2022, 19:33 | #8 | Link |
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for the fun of it, I did a small test:
Code:
# Imports import vapoursynth as vs # getting Vapoursynth core core = vs.core # Loading Plugins core.std.LoadPlugin(path="I:/Hybrid/64bit/vsfilters/SourceFilter/LSmashSource/vslsmashsource.dll") # defining beforeDeCross-function - START def beforeDeCross(clip): core.std.LoadPlugin(path="I:/Hybrid/64bit/vsfilters/Support/vs_average.dll") sourceFps = clip. fps divider = 5 targetFPS = clip.fps/divider #convert to YUV420P16 clip = core.resize.Bicubic(clip=clip, format=vs.YUV420P16, range_s="limited") num = clip.num_frames; out = clip[0] count = int(num/divider) for i in range(count): clips = [None]*divider for j in range(divider): clips[j]=clip[i+j] i = i + divider; out = out + core.average.Mean(clips) clip = out # colorformat YUV420P16 # framerate 56 return clip # defining beforeDeCross-function - END # source: 'C:\Users\Selur\Desktop\OMbBiTFQnwnFrNeBAbwb.mkv' # current color space: YUV420P8, bit depth: 8, resolution: 1920x1080, fps: 280, color matrix: 709, yuv luminance scale: limited, scanorder: progressive # Loading C:\Users\Selur\Desktop\OMbBiTFQnwnFrNeBAbwb.mkv using LWLibavSource clip = core.lsmas.LWLibavSource(source="C:/Users/Selur/Desktop/OMbBiTFQnwnFrNeBAbwb.mkv", format="YUV420P8", cache=0, prefer_hw=0) # Setting color matrix to 709. clip = core.std.SetFrameProps(clip, _Matrix=1) clip = clip if not core.text.FrameProps(clip,'_Transfer') else core.std.SetFrameProps(clip, _Transfer=1) clip = clip if not core.text.FrameProps(clip,'_Primaries') else core.std.SetFrameProps(clip, _Primaries=1) # Setting color range to TV (limited) range. clip = core.std.SetFrameProp(clip=clip, prop="_ColorRange", intval=1) # making sure frame rate is set to 280 clip = core.std.AssumeFPS(clip=clip, fpsnum=280, fpsden=1) clip = beforeDeCross(clip) # current meta; color space: YUV420P16, bit depth: 16, resolution: 1920x1080, fps: 56, color matrix: 709, yuv luminance scale: limited, scanorder: progressive # adjusting output color from: YUV420P16 to YUV420P10 for x265Model clip = core.resize.Bicubic(clip=clip, format=vs.YUV420P10, range_s="limited") # set output frame rate to 56.000fps clip = core.std.AssumeFPS(clip=clip, fpsnum=56, fpsden=1) # Output clip.set_output() ] |
13th March 2022, 16:36 | #9 | Link | |
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2nd March 2022, 23:01 | #11 | Link | ||
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Quote:
Quote:
(it was part of the base logic of RgbAmplifier, not a special case)
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I sometimes post sober. StainlessS@MediaFire ::: AND/OR ::: StainlessS@SendSpace "Some infinities are bigger than other infinities", but how many of them are infinitely bigger ??? Last edited by StainlessS; 2nd March 2022 at 23:22. |
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13th March 2022, 20:25 | #12 | Link |
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Not totally sure I used vs_average correctly, but here are some comments:
Code:
sourceFps = clip.fps # fps the interpolated input has divider = 5 # set divider by which the frame rate should be lowered targetFPS = clip.fps/divider # calculate target fps num = clip.num_frames; # <- set num to the number of frames the clip has out = clip[0] # <- set out to be the first frame of the clip (<- this is probably not needed, or the the first frame should be dropped at the end) count = int(num/divider) # divide the number of frames through the ammount the frame rate should be lowered to get the output frame count for i in range(count): # for each frame clips = [None]*divider # create an array which can hold divider times elements (=1-frame clips) for j in range(divider): # fill the array clips[j]=clip[i+j] # with the frames i = i + divider; out = out + core.average.Mean(clips) # merge the 1-frame clips to one frame and add it to the out # now out contains all the merged frames (and the first frame of the input clip) clip = out return clip # return the clip that was just created (this was the first thing that popped into my mind how to use vs-average to archive what you described) Cu Selur |
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averageframes, blending, frame interpolation, interpolation, motion blur |
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