Hi,
I can't find a way to render proper (jitter free) motionblur for a simple test object.
Please take a look at the enclosed test file.
Thanks
Need help with proper motion blur
4513 14 2- mickyblue
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I did look for bollilis advice and it works in this test case.
So what to do with imported geometry, with not having the possibility to create addtional attributes etc…
I really dont see the problem, every single job I have ever done involves adding / changing something about the imported assets I get from another department. I just suck all the geometry into a new object level node and go from there. Feel free to explain the workflow you are using with a scene file.
rob
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- circusmonkey
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Hi,
Look at the file I have given you in the fix geo node, thats a way of getting a consistent point number. But you have a bigger problem you have geometry popping on and off . You are never going to get correct motion blur with that happening, as on the first frame the geo appears there will be no motion blur as there is no v value from the prior frame plus the time blend sop will not work either ( read the help for it ). You are going to have to re think how you are approaching your project.
rob
Look at the file I have given you in the fix geo node, thats a way of getting a consistent point number. But you have a bigger problem you have geometry popping on and off . You are never going to get correct motion blur with that happening, as on the first frame the geo appears there will be no motion blur as there is no v value from the prior frame plus the time blend sop will not work either ( read the help for it ). You are going to have to re think how you are approaching your project.
rob
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- mickyblue
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thanks Rob!
Last clarifing notes for me …
Good to have a your appreciation on this.
So I finally know that there is no workaround after I write out the fluid geo. I can't import a Geo sequnenze with changing PT (Like fluid meshes) and expect working Motionbur!
Fluids tend to change their PT some merge some die. So the popping that apperars here and there is because of this right!?… So there definitely have to have a velocity attribute before I import the mesh sequenze! right!?
Thanks
Last clarifing notes for me …
Good to have a your appreciation on this.
So I finally know that there is no workaround after I write out the fluid geo. I can't import a Geo sequnenze with changing PT (Like fluid meshes) and expect working Motionbur!
Fluids tend to change their PT some merge some die. So the popping that apperars here and there is because of this right!?… So there definitely have to have a velocity attribute before I import the mesh sequenze! right!?
Thanks
- circusmonkey
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Hi,
The same problems exist if you want to send Houdini geo to maya , then render it in MR or Renderman , the point count cannot change and you cannot have geometry popping on and off as per your example. There certainly are ways to to pass attributes off to geometry like v via point clouds or taking base data and transferring it over to new geometry. My best advice is to get making small tests and continually revise how to achieve the goal. Sometimes things are just better done in one 3d package.
rob
The same problems exist if you want to send Houdini geo to maya , then render it in MR or Renderman , the point count cannot change and you cannot have geometry popping on and off as per your example. There certainly are ways to to pass attributes off to geometry like v via point clouds or taking base data and transferring it over to new geometry. My best advice is to get making small tests and continually revise how to achieve the goal. Sometimes things are just better done in one 3d package.
rob
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