Radovan Milosevic
Sept. 29, 2014 08:16:21
Hi
Is this working , or we need to do some “trick” in asset , like for particles , where we need vopsop , to move particle with velocity in between frames.
I see asset creates , some velocity conversion node , and i can see velocities in viewport but not in render.
When i put whole frame MB , arnold caculate some motion blur , but i don't know this is correct mb or not.
Also i tried puting timeblend node in asset , but this crash arnold.
Thanks
awong
Oct. 1, 2014 14:05:49
I assume you mean motion blur for fluidShape, since Houdini's volumes are brought into Maya as a fluidShape. The velocity volume from Houdini is mapped into velocity grid in Maya's fluidShape. So if Arnold can use the velocity grid to create motion blur, then it should work.
I don't know what kind of motion blur support Arnold has for fluidShape though. Does motion blur work for native fluid that's simulated in Maya? I'd recommend doing a simple test to verify that it works for native Maya fluids, then do a similar test for Houdini Engine.
-heavy-
Oct. 1, 2014 17:58:33
as far as i know we are all here with Maya waiting for MotionBlur on Fluids
movement. we have motion blur on a moving Container and camera motion blur.
but not on the movement of the fluid itself
ohh and i am on MtoA 1.1.03
awong
Oct. 1, 2014 19:11:40
If it's transform blur, then it should work. I did a quick test with mentalray, and the transformation blur renders correctly.
Though I did found (and fixed) a bug where the fluid node only contains the SOP-level transform, and not the OBJ transform.