Motion blur on fur in Karma

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Hi guys,

I am looking to get motion blur going on acreature with fur. I can get motion blur on the body mesh but not the fur. I've tried putting cache node right after the fur but still no joy. I get a different look with velocity blur so am avoiding that. Can anybody point me to some best practices for this specific thing.
Thanks
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Only vel or accel blur work for hair procedural

https://www.sidefx.com/forum/topic/95219/ [www.sidefx.com]
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Ah good to know thanks... Hamilton.
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I'm still battling to get this to work properly. I can get velocity blur on the fur but my camera is travelling with the creature so there shouldn't be that much blur relative to the camera. But the fur still seems to blur the fur as if the camera is static. Any suggestions?
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Tried the motion blur node inside Solaris to create the velocity attributes?
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Lenscowboy
I'm still battling to get this to work properly. I can get velocity blur on the fur but my camera is travelling with the creature so there shouldn't be that much blur relative to the camera. But the fur still seems to blur the fur as if the camera is static. Any suggestions?

Are you sure your camera has time samples? If you add a static object like a sphere or something in the view, does it motion blur from the camera's motion?
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Yes I have motion blur on a sphere as the camera passses it.
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So this is a thing. I don't think it's possible to get correct motion blur with fur in karma taking the camera velocity into account as well. Somebnody please correct me if I'm wrong.
If not then it's very disappointing to have come all this way with this project only to be let down by the unavailability of this critical element in any renderer.
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I see there are some new features relating to motion blur in 20.5. Does anybody have an eta on that release?
And what's the diffs between velocity and acceleration blur?
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https://www.sidefx.com/houdini-hive/houdini-205/ [www.sidefx.com]

"planned for release in mid-July"

But you should probably contact SideFX support about the problem.

Edit: I made a test scene to see if I encountered the same issue, and I did.

I attached the test seen if anyone wants to take a look.
Edited by Heileif - June 22, 2024 22:43:29

Attachments:
MotionBlurRND-VelocityBlurMatchCamera_lys_v0001.hipnc (1.0 MB)

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Your example is a little confusing.

I've updated your file to make it simpler and show that velocity blur and transform blur can happily co-exist.

I've added a static rubbertoy for comparison.

When rendering through the camera, the furry sphere doesn't have motion blur as the velocity attribute matches that of the camera so there is no relative motion. The rubbertoy is blurry, because it is moving through the frame relative to the camera.

If you move the view a touch to no longer be rendering through the camera, the furry sphere is now blurry (from velocity blur) and the rubbertoy isn't - as it is static.

Attachments:
MotionBlurRND-VelocityBlurMatchCamera_lys_v0001.hipnc (885.4 KB)

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Thank you npetit. Very helpful.
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One more question if you don't mind, npetit.
I successfully get motion blur up to the Karma render settings node but when I try to render to disk or to mplay the fur is not visible. When I disable the procedural node the fur is visible but then the vel blur is broken of course. So something is happening just before render. How come it looks good in the viewport but is unable to render to disk?
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I do get

Skin Prims require 'primvars:rest', to preview or render this procedural.

on the procedural.
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