Use the Delay Frame patch to reuse a render pass from the previous frame in the current frame. This allows you to blend frames across time in your effects.
Connect the texture you want to use in the first frame to the First Frame input. All frames after this will use the texture from the Render Pass input. The output is the delayed frame texture.
Name | Description |
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Size | The size of the texture output. For fixed sizing mode, this is in pixels. For relative sizing mode, this value is a factor relative to the screen, camera or background. |
Sizing Mode | Select whether the size of the output texture is fixed or relative to the screen, camera or background. |
Color Channel | Select from: RGBA, RGB, RG, R. |
Background Color | The background color if no background is detected. |
First Frame | The texture used in the first frame. It can be modified using other patches. |
Render Pass | The render pass used on every frame after the first frame. |
Name | Description |
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Wireless Emitter | The delayed frame texture. To connect the output of the Delay Frame patch, you’ll need to use a Receiver patch. One or more Receiver patches can be connected to the output signal. |
This example uses the Shader Render Pass patch and the Delay Frame patch to create a motion blur effect:
The first step in creating this effect was to render the first frame in the camera texture on each subsequent frame in the effect, creating a static image:
To achieve this, the cameraTexture0 patch passes the first frame of the camera texture to the First Frame input in the Delay Frame patch.
Wireless Emitters then connect the output of the Delay Frame patch to:
As a result the previous frame is used in subsequent frames, causing the effect appear as a static image.
Adding the blur effect
In the graph below we've used the Mix patch to mix the texture from the previous frame with the texture from the current frame, resulting in the motion blur effect. Editing the Alpha value controls how subtle or strong the blur effect looks.