I found this macro on VFXpedia and I am trying to experiement with it while working on a workflow to fix an issue I have run into.
I have some badly shot keys. They was shot against WHITE! Not fun to key. However, it was also shot under uncorrected flouresants, and I has just barely able to key for green and get a starting point for keys. I was surprised it keyed as well as it did.
But, the motion blur on a moving hand is totally unkeyable with Ultrakeyer and this background. So I figured I try to put back some of the lost blur. Enter the macro DirectionalBlurFromPathGamma_v02-3, which I have never tried before.
So in playing around, I think this will work, but I ran into one odd issue. I tracked the motion of the hand and feed that tracker data to the macro.
The strange thing is that the macro creates the blur for the Left to Right motion, but does not correctly create it for the RIGHT to Left motion.
So I figured out that with TWO macro nodes, one connected to the Unsteady position of the Tracker and one connected to the Steady Position of the Tracker, I can get the right direction of blur for each direction. By cutting out pieces and spliting them together and I can get acceptable patches for the missing motion blur on the hand.
So my question is why doesn't the macro understand the change in direction and produce the correct direction of blur? I'll assume I'm just doing something wrong in my setup, forcing me to resort to my 'bandaid' fix.
If it is possible to do this with one Node, I'd love to know what I am doing wrong, since I have about 20 different shots to fix the missing motion blur.