motion blur help

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Back with my bird testing scene.
I've just noticed that I'm missing motion blur on the bird body even being turned on in render settings and getting some different results with variations.
I'm probably missing some checkbox somewhere but hope to get some guidance in these first steps
Anyway, rendering with imported camera, no mblur at all
Creating camera in Houdini and rendering with that one, there is mblur on eyeballs, but not on the rest of the body.
Karma CPU no mblur at all.

Any special steps needed for mblur to work. I'm importing that bird exported form Maya as USD.
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Do you have proper shutter in camera? Also if you are animating camera in houdini you need cache it. All time samples must be cached so check that in first place. Screen of your node graph, render settings, and camera settings would help.
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Camera is imported as well from Maya. I was checking but there are no vector options during export so maybe that is the issue. For exporting meshes I mean. An d meshes are USD import as well and if I remember I had similar problem when importing alembics as well as they are all cache per frame.
Maybe solution is adding vector manually to mesh inside Houdini and then use it for motion blur... or?
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When you say imported, do you mean sublayering/referencing USD directly onto /stage or are you loading into /obj and then importing from within Houdini? By 'meshes are USD imported' is this meaning the USD Import sop?

For motion blur only one time sample per frame is required, so generally any usd layer that has multiple time samples will be able to have blur.
When animation is created or loaded into the Object or Sop context first before being imported into LOPs, Houdini will only know about the time sample for the current frame so motion blur will not work when rendering a single frame or rendering a sequence frame-by-frame. There are options to enable caching of multiple frames or to tell a node to cook all time samples when writing to the stage. I would recommend to import any USD files directly into LOPs instead of /obj.
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Seems like importing abc into geo, then scene import (camera) into stage works fine, motion blur is there.

For USD I used file node in stage to point to camera USD.
So meshes are fine as it seems, mblur is working with camera built in Houdini and with abc imported camera.
Bear in mind I'm still tackling into all this USD thing so probably just messing up some things or doing them wrong way
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Mirko Jankovic
Seems like importing abc into geo, then scene import (camera) into stage works fine, motion blur is there.

For USD I used file node in stage to point to camera USD.
So meshes are fine as it seems, mblur is working with camera built in Houdini and with abc imported camera.
Bear in mind I'm still tackling into all this USD thing so probably just messing up some things or doing them wrong way

Maya's USD we've noticed has some problems with velocity and other things, that seem out-of-the-box not to work very well. In general Maya seems to struggle with velocities sometimes, we end up re-calcing them in Houdini basically all the time. In our Maya > Houdini pipeline we use ABC's, package them in SOP's with any extra attributes we need, pack them, and then either render them or you go to USD from there.
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In my case, just using alembic camera instead of USD one fixed the thing, everything works fine. Bear in mind I'm also just tackling into all USD thing so could be something int he steps I made. Right now I'm using USD more just like geo cache for characters from maya instead of proper workflow that I saw it's being used as. But baby steps
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weird, can you post the usd? (just the camera)
Edited by jsmack - Nov. 17, 2023 11:03:49
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