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sanostol
This should be working, right? What do I miss here.
I tried both motion samples and v attribute and both have no effect. What do I have to add here.
In addition also vblur on a mesh seems to work not the way I at least would expect it, only the tree with samples on a mesh do blur at all.
Please have a look at the stage in the file
Thank You
sanostol
Should it work at all in version 18? As Karma is still beta and Solaris quite new, it would be good to know if I just keep running against a solid “not yet” wall.
Thanks for any hints
jason_iversen
Does it work if you use a Cache LOP (to author time samples)
sanostol
I tried the cacheLop, but maybe ( I mean chances are good ) I'm doing something wrong here.

The network looks like this for all cases, just the last one works
jsmack
Cache lop didn't work for me in any case. Writing out the animation and reading with a sublayer was the only way to get it to work.

However, when closing houdini and reloading my file, it mysteriously works without any changes.

References:

Point instancer:


'Instanceable references' don't work correctly. The blur looks like when there are too many geometry samples when something is moving stochastically.

Instanceable References:


On a side note when using a point instancer prim, the prototypes would appear unhidden when changing the stage by loading a different file with the sublayer. Deleting the sublayer had the effect of re-hiding the prototypes. A similar effect happens when changing the instance method on the poinstancer lop. Deleting the lop and un-deleting also flushes the stage back to a working state.



Testing was with houdini 18.0.532
sanostol
Thanks for Your time, in 18.0.566 it You file also works with cache option.

Another question, I still have is rendering with v blur?

this does not work in any case here

Edit:
The problem gets even more unpredictable as soon as particle are reaped as they die. Another point for v blur approach. But still found no way to use vblur

As soon es I keep all dead particles I the motion blur does work again. But now I have to deactivate/hide them with the prune node based on the “dead” attribute.
My initial guess was to use the “usd_flattenedprimvarelement” vex function to get the right value for the instance, but I need a index, and @elemnum does not work. the documentation is vague, to say at least.
I think it is not supported yet, but I do hope im wrong.
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