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Radovan Milosevic
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
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-
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
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.
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