Hi,
I'm trying to render out velocity vectors from a pyro simulation. My intention is to use this to morph subframes to a realtime particle flip-book animation.
I have tried to use Blur P node in the Volume Shader but this doesn't seem to get me anything but the render images coordinates.
I have exported a vel and this returns 3d vectors but I need to get rid of the fade out in the edges.
I think that Blur P method would be prefered since it is a vector in 2d image space so I really want that to work.
Is this possible or are there any another ways? Any hints?
Rendering velocity vectors from pyro simulation
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- Emil_Assarsson
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- jsmack
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to get screen space velocity you want something along the lines of:
v = toNDC(getblurP(1))*res - toNDC(getblurP(0))*res;
To prevent opacity compositing, export the image plane on the rop with sample filter “closest surface” and pixel filter “minmax omedian” You may need to disable stochastic sampling to get a usable result, however.
v = toNDC(getblurP(1))*res - toNDC(getblurP(0))*res;
To prevent opacity compositing, export the image plane on the rop with sample filter “closest surface” and pixel filter “minmax omedian” You may need to disable stochastic sampling to get a usable result, however.
Edited by jsmack - Jan. 28, 2018 13:39:09
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- Emil_Assarsson
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- Emil_Assarsson
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- Joined: Sept. 2017
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