Motion blur is not working. Solver SOP.
5883 7 2- yakymoto
- Member
- 7 posts
- Joined: 10月 2017
- Offline
Hello mighty community!
Problem: After continuous search on the forums and digging into Houdini documentation, I'm still not able to get any motion blur in my renders. Tried Redshift and Mantra.
Assumption: I guess that problem is that Solver SOP doesn't generate velocity attribute. Correct me if I'm wrong about that.
Even when I put “Point Velocities” to Instantaneous Point Velocities on Dop Import SOP inside my Solver SOP. Unfortunately velocity attribute in Geometry Spreadsheet is showing zeros.
Attaching organized HIP file with Redshift and Mantra ROPs to this post.
Thank you in advance for any help!
Problem: After continuous search on the forums and digging into Houdini documentation, I'm still not able to get any motion blur in my renders. Tried Redshift and Mantra.
Assumption: I guess that problem is that Solver SOP doesn't generate velocity attribute. Correct me if I'm wrong about that.
Even when I put “Point Velocities” to Instantaneous Point Velocities on Dop Import SOP inside my Solver SOP. Unfortunately velocity attribute in Geometry Spreadsheet is showing zeros.
Attaching organized HIP file with Redshift and Mantra ROPs to this post.
Thank you in advance for any help!
Edited by yakymoto - 2020年3月6日 02:22:00
Best regards, Stanislav Yakymenko.
Digital artist based in Berlin, Germany.
https://yakymoto.com [yakymoto.com]
Digital artist based in Berlin, Germany.
https://yakymoto.com [yakymoto.com]
- jsmack
- Member
- 7755 posts
- Joined: 9月 2011
- Offline
- yakymoto
- Member
- 7 posts
- Joined: 10月 2017
- Offline
Thank you @jsmack for your explanation!
1) Got it - Solver SOP concept is operating on previous frame geometry. And initial geometry has no velocity attribute.
Adding random/custom velocity attribute before Solver SOP or calculating velocity with Trail SOP after the Solver SOP unfortunately doesn't give me a correct result (attaching latest HIP file).
Any idea, how can I get this proper velocity attribute?
2) To make constantly growing lines smooth I'm using Resample SOP, which generates more points each frame. So consistent topology for deformation blur is not possible to achieve or I am wrong?
1) Got it - Solver SOP concept is operating on previous frame geometry. And initial geometry has no velocity attribute.
Adding random/custom velocity attribute before Solver SOP or calculating velocity with Trail SOP after the Solver SOP unfortunately doesn't give me a correct result (attaching latest HIP file).
Any idea, how can I get this proper velocity attribute?
2) To make constantly growing lines smooth I'm using Resample SOP, which generates more points each frame. So consistent topology for deformation blur is not possible to achieve or I am wrong?
Best regards, Stanislav Yakymenko.
Digital artist based in Berlin, Germany.
https://yakymoto.com [yakymoto.com]
Digital artist based in Berlin, Germany.
https://yakymoto.com [yakymoto.com]
- Benjamin Lemoine
- Member
- 143 posts
- Joined: 10月 2015
- Offline
Hello
i managed to get some motion blur in Redshift
as you are moving your line with a curl noise i just plugged this noise value to v
and also as you are raying those line so i calculated and add this translation to v
then on the object tab you have to enable motion blur from v attribute
and also in the render tab..as i think it create a very low velocity value i increased a lot the frame duration
in redshift motion blur tab…but you could also post multiply v attribute as it is “fake” velocity anyway …
one think wich i think doesn't look to cool is that the line are on top of each other , you should fuse and polypath
but that's another story !
i hope it help
Benjamin
i managed to get some motion blur in Redshift
as you are moving your line with a curl noise i just plugged this noise value to v
and also as you are raying those line so i calculated and add this translation to v
then on the object tab you have to enable motion blur from v attribute
and also in the render tab..as i think it create a very low velocity value i increased a lot the frame duration
in redshift motion blur tab…but you could also post multiply v attribute as it is “fake” velocity anyway …
one think wich i think doesn't look to cool is that the line are on top of each other , you should fuse and polypath
but that's another story !
i hope it help
Benjamin
Edited by Benjamin Lemoine - 2020年3月6日 11:20:19
- yakymoto
- Member
- 7 posts
- Joined: 10月 2017
- Offline
Thanks a lot Benjamin Lemoine!
Brief overview and multiplying velocity attribute 100 times already gives me a decent motion blur in Redshift, which is awesome!
I will deeply investigate your Rest SOP usage to understand what I was missing.
Cheers!
Brief overview and multiplying velocity attribute 100 times already gives me a decent motion blur in Redshift, which is awesome!
I will deeply investigate your Rest SOP usage to understand what I was missing.
Cheers!
Best regards, Stanislav Yakymenko.
Digital artist based in Berlin, Germany.
https://yakymoto.com [yakymoto.com]
Digital artist based in Berlin, Germany.
https://yakymoto.com [yakymoto.com]
- Benjamin Lemoine
- Member
- 143 posts
- Joined: 10月 2015
- Offline
I'm glad you found this usefull
don't worry about the Rest sop , it's just doing v@rest=v@P;
you could do it with a wrangle too
it's just because with the ray sop you're moving your geometry again next to the noise
so you have to add this translation to the allready existing v…so that's why i added
v@v+=v@P-v@rest; …this is just adding current position minus previous one to the v
Benjamin
don't worry about the Rest sop , it's just doing v@rest=v@P;
you could do it with a wrangle too
it's just because with the ray sop you're moving your geometry again next to the noise
so you have to add this translation to the allready existing v…so that's why i added
v@v+=v@P-v@rest; …this is just adding current position minus previous one to the v
Benjamin
- tamte
- Member
- 8538 posts
- Joined: 7月 2007
- Offline
to get proper velocity
move the Rest SOP before pointvop1 (so right after Prev_Frame) as that sop is modifying P too
and change attribwrangle1 code to
since v@v in Houdini should always be in seconds
move the Rest SOP before pointvop1 (so right after Prev_Frame) as that sop is modifying P too
and change attribwrangle1 code to
v@v = (v@P-v@rest) / @TimeInc;
Edited by tamte - 2020年3月8日 18:33:37
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- yakymoto
- Member
- 7 posts
- Joined: 10月 2017
- Offline
Many thanks to everyone for participating and your help, the problem is solved!
Best regards, Stanislav Yakymenko.
Digital artist based in Berlin, Germany.
https://yakymoto.com [yakymoto.com]
Digital artist based in Berlin, Germany.
https://yakymoto.com [yakymoto.com]
-
- Quick Links