Unity 4.3 Essential Training
Illustration by Mark Todd

Unity 4.3 Essential Training

with Adam Crespi

Video: Applying motion blur

Motion blur requires some judicious use, but in the As I move around the scene, I feel like How much movement is there and how much blur do you really need to see? I've got a little bit of blur.
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  1. 2m 57s
    1. Welcome
    2. What you should know before watching this course
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps

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Watch the Online Video Course Unity 4.3 Essential Training
6h 49m Beginner Mar 10, 2014

Viewers: in countries Watching now:

Interested in game making? Start in Unity—a game engine for mobile and desktop games and real-time simulations. Author Adam Crespi shows techniques used in game development with Unity and introduces the basics of scripting and game functionality. First, learn how to import models and textures, organize your project and hierarchies, and add terrain, water, and foliage. Next, Adam explores how to use lighting to bring the game to life, and add rendering, particles, and interactivity. The end result is a sample game with a lush environment, fully animated characters, and some basic interactive gameplay.

Topics include:
  • Designing the game
  • Creating and transforming objects
  • Importing and configuring models and textures
  • Setting properties in the Inspector
  • Creating the terrain geometry
  • Building materials and adding shaders
  • Creating GameObjects
  • Exploring physics
  • Animating objects
  • Lighting the scene
  • Creating 2D game elements
  • Adding special effects
3D + Animation Developer
Unity 3D Unity
Adam Crespi

Applying motion blur

Motion blur requires some judicious use, but in the right place can really enhance the look of a game. What motion blur does is to simulate the effect we see, well, originally in film, where the motion of an object was too fast to be captured in one frame of film and that object blurred across multiple frames. It's prevalent now, even in digital cameras, and digital cinematography, where we simply can't see fast enough, to catch an object still in one frame at one time. Without motion blur, things tend to look very crisp, especially as they're moving.

And actually blurring them out, degrading their quality, believe it or not, helps enhance the look. It makes things more believable and enhances the feeling of speed. So if you're making a driving or racing game, for example motion blur is probably high on your list. I'll add on motion blur to test out how it looks here in my scene. It may give me a little extra blur as I'm whipping around my gallery. And I'll see if that really holds. I'll go into the first person controller, into the main camera, and then add on that image effect. Clicking Add Component or choosing from the assets image effects folder.

In the standard assets here under image effect I'll pick camera motion blur and drag it over. In the camera base motion blur we got a couple of options as to how to do the blur, and how much blur to use. We can either Reconstruct, choose from a local blur, Direct X11, disc or camera motion. And these are available in detail in the Unity help. I'm going to leave it at Reconstruction for the moment, and just see what the default blur looks like. There's a velocity scale, how much blur is there.

And also a minimum and maximum velocity. This keeps the motion blur from getting excessive. Or from blurring out still objects. I'll start out by pressing play. And let's see what this motion blur does. As I move around the scene, I feel like I can see a little blur in the background objects. And this is good. As I dolley forward, there's not a ton of blur evident. But, panning around the scene definitely gets a little swimmy. It's almost there and just needs a little bit of tweaking. It definitely enhances the feeling of rapid movement around here, and that's really the thing to consider as I knock down the painting again.

How much movement is there and how much blur do you really need to see? What is it you're trying to tell your audience? Do you want them to focus on one particular thing? Look at those Emmas' move or should they be whipping around the scene or whipping around hard turns in the driving game, for example. I'll stop the play and just tweak the motion blur a little bit. I'll pull this velocity scale down. Putting in .25, we can exclude if we need. And what this means is, is this motion blur not affecting a certain layer? .

For example, if we're making a driving game, we could say, don't include the car, but include the background. I'll leave it alone, and just try that lower velocity scale, and see if this works any. I've got a little bit of blur. Just enough that as I move around rapidly, I notice a little bit of zooming going on, or not zooming, but, well, blur, motion blur. And it enhances the idea that I'm whipping my head around the game fast. Being that the control over the character is, well, as fast as we can move the mouse, a little motion blur actually tells people to slow down and look around.

Lest you get so blurred that you start to miss things. My game look is coming together. In addition to the lighting, I've got a really good series of blurs going, blurring out the images and telling the audience to focus in a particular area, keeping their focus close so they look at the art, and they try to find their way out. Hinting at what's going by gradually revealing things into focus in the background. So one important point on blurs here before we get into color correction. If you notice, when I look across my entire scene as far as I can, I'm dealing in, let's see if I can max this.

This is about as far as I can look in almost 2000 draw calls. So keep in mind that these kind of image effects do drastically jump up the number of draw calls your graphics card is making. When I turn on the terrain in the grass we're going to see an even more drastic jump. I'll turn on those layers and see how all the image effects start to hold together. I'll turn on my plane for my water, and then finally the terrain. Now I"ll play again, and we can really watch those draw calls kick up. At the most, with everything blurred out, I'm at 2500. And this may be a little much for some mobile applications, so we really need to watch, not only where we are publishing to, but what image effects are we using, and how much blur are we putting in.

I'll reduce that depth of field more, because I'd like it to be really clear on the buildings all the way back. It looks good though, inside, and I definitely get the idea of being inside and looking around close, and coming up to the windows and seeing things come into focus. If you'd like to go further with this, you can actually access all the dept of field parameters, for example, in scripting. And you can key them. For example, there have been games where that focal plane has been keyed to the scroll wheel on the mouse. This way, you can focus in and out.

Driving the character to look around, focusing off in the distance to see something, and coming back close for a small task or close operation. It can really enhance the natural look of the game. Because we, with our eyes, can focus in multiple places. Zooming in and out and really taking things in. Now add in some color correction. Getting on that final polish and the look of my game. And finally a little bit of glow as well, to make those sun beams and other hot areas pop out.

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