Hi,
I've just been implementing Amplify Motion in my flight sim project, and it looks fantastic- it's really transformed the sensation of speed and movement, and also gives a better sense of altitude when viewing the ground.
At the moment I haven't implemented dynamic objects, rather the player is in a mainly static environment. Therefore I've turned off 'Auto Register Objs' and am relying only on camera motion blur for now. The ground rushing past looks great, but I've had issues with the camera bluring the cockpit interior. As the camera is a fixed child of the interior, there's no relative motion between the two.
In the exterior view, I also have a lot of blur on the aircraft when using the camera rig from Unity's standard assets- more than the surrounding environment. The follow speed is super high, so the aircraft doesn't really change distance from the camera at all, rather it rotates as turns are made. With AM on, there's also a lot more jitter between the rig and the aircraft.
I've had a look through other threads, and it's clear that camera depth can be an issue. I do have a far plane distance of 9000, and near plane of 0.2 However, setting these values to far 1000, near 1 still gives the same problem. Likewise, I have a few depth-based imageFX - fog, SMAA, etc. but moving AM to the top of the stack and even turning off the other effects doesn't help either.
I've attached a screenshot of my settings, I've tweaked these a lot and can't avoid the cockpit blurring without losing the camera blur entirely.
Is there any way to clamp the camera motion blur based on the relative motion between the camera and other objects?
Youtube video of the interior: https://youtu.be/JKBBN0OygUk
Youtube video of the exterior: https://youtu.be/7VGkL8O4Vsk
Cheers!