Do you mean you're getting in camera 3D motion blur? If you're using
mip_motion_vectors and you have motion blur turned on (shouldn't need
that), you should be rendering with the shutter set to 0 (look under
optimization). This will prevent in camera blur from rendering.
In my test
Just thought I’d get back on this subject – as it’s only a partial solution.
with usermotions you can influence the motion vectors allright, (using
mip_motion_vectors) but it also adds actual blur – which renders the motion
vectors useless.
I’ve tried with and without motion blur in scene and
Hi,
I’m using the mip_motion_vectors output shader.
My non-simulated particle cloud (sticking to a surface) shows up black which
makes sense I guess.
No worries, I’m looking up the PointVelocity at the surface and saving this on
the particles – and magically the motion vectors are fixed and
Hi Peter - I have gone through similar issues to do with Fur - you are right
grabbing poitvelocity off geometry works fine for point clouds etc. BUT it
seems that MB on geometry does not actually use the pointvelocity - cannot
remember the details, maybe someone with renderer programming
thanks – will have a look – this sounds just like what I need!
From: Alan Fregtman
Sent: Thursday, May 10, 2012 3:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: pointvelocity to drive motion vectors on geometry - does it work?
Yeah; for a UserMotion example, go to your XSI_SAMPLES
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