Motion blur incorrect
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- julca
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- Enivob
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- trojan_goat
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- jason_iversen
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It's common for forwardly extrapolated motion blur to overshoot when a motion discontinuity like this happens (hitting the bottom of the bowl) and so you might try adjusting your Shutter Offset.
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
also, http://www.odforce.net [www.odforce.net]
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- julca
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Hello all, Thanks for your comments.
I directly import my simulation files “*.bgeo.sc” without scaling.
But when I build my simulation I scale some parameters like Gravity force (-980.665) and Spacial Space (0.01) and Mass Scale (0.01).
That's because I scale my collider object by 100 to allow me to use a small emitter (start to fill a barrel of 600L with an emitter of 3cm diameter).
And I try to play with the Shutter Offset but without succes (just reduce this problem but dont resolve it entirely).
The fact is my liquid fall quickly and if I reduce my velocity parameter (ex. by 0.1) I don't have enough blur.
Can you tell me where I'm wrong ?
I've joined my project with the first 25 frames simulation cached files.
Thanks.
I directly import my simulation files “*.bgeo.sc” without scaling.
But when I build my simulation I scale some parameters like Gravity force (-980.665) and Spacial Space (0.01) and Mass Scale (0.01).
That's because I scale my collider object by 100 to allow me to use a small emitter (start to fill a barrel of 600L with an emitter of 3cm diameter).
And I try to play with the Shutter Offset but without succes (just reduce this problem but dont resolve it entirely).
The fact is my liquid fall quickly and if I reduce my velocity parameter (ex. by 0.1) I don't have enough blur.
Can you tell me where I'm wrong ?
I've joined my project with the first 25 frames simulation cached files.
Thanks.
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- JordanWalsh
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- julca
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- julca
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Just to conclude,
I need to clamp my velocity vector length instead of clamp individually my velocity vector components (x, y, z) individually like I do in the attribute VOP screenshot of my last post
ops: .
In order to not change velocity direction.
To polish more :idea: I compute the distance from each liquid point to the collision object (use the velocity for direction) and determine the lower velocity length limit (cf. screenshot).
I need to clamp my velocity vector length instead of clamp individually my velocity vector components (x, y, z) individually like I do in the attribute VOP screenshot of my last post

In order to not change velocity direction.
To polish more :idea: I compute the distance from each liquid point to the collision object (use the velocity for direction) and determine the lower velocity length limit (cf. screenshot).
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