Nice Idea, Ulco, but there are some more points:
The path the "shuttle" is flying is quite long as you can see in the "skyfall"-image. There are quite different light situations and reflection situations. I want to keep them.
And anyway I really will have to use 3 renderjobs:
1. The "Shuttle's Interior" (must not be motion blurred)
2. The view through the window (must be motion blurred) I think the reflections will not be blurred because of the limitations of glass (DoF isn't renderd trough glass - so if it's the same with motion blur it's my advantage in this case)
3. A mask
I think I have optimized rendertime a bit:
1. The "Shuttle's Interior" will not need the windows glass - that will save much render time. But I'll keep the outside view (trees, terrain etc.) to get no visible borders when masking.
2. The view through the window will not need the little Enterprise and dice toy that saves almost half rendertime.
3. The mask will be a baby's renderjob...
everything is deactivated except of the shuttle and the toy. These are rendered as holdout for a good black mask. minimum rendertime!
The next two weeks I will most time busy with my new flat and I have started the old server to do the motion blurred render job. I will see how this works
Update 4:34 pm:
Guess it works! Rendertime of 1.5 h per frame on this old server is quite ok and I am satisfied with the outside look.
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Tachometer animation (sequence of images) is also deactivated because it's not mirrored in the window as well.
Little change in my plan: Hannes will get the DoF
, because the masked interior looks a bit smaller as the motion blurred interior so it will nit fit when I am masking. When it's blurred a bit Through DoF you will not see that mistake.