Motion vector for ReelSmart MB

2013-01-14 Thread olivier jeannel

Hi list,

I'm post processing a crowdFX sequence. I'd like to enhance the motion 
blur a bit, I'm having a rotative camera movement.
I thought I'd output a MotionVector Pass using  Motion_Vector(mip) pass 
shader.

I'm just running some test atm.

1/Is this the correct shader ?
2/It's a bit long to render, it's computing several frames, right ?
3/Then I guess I'm supposed to cache the whole sim, right ?

Thank's


Re: Motion vector for ReelSmart MB

2013-01-14 Thread Ian Baxter
What are you comping in?
I would try Raster Motion and make sure you render scanline or you won't
get the camera contribution.



On Mon, Jan 14, 2013 at 10:24 AM, olivier jeannel
olivier.jean...@noos.frwrote:

 Hi list,

 I'm post processing a crowdFX sequence. I'd like to enhance the motion
 blur a bit, I'm having a rotative camera movement.
 I thought I'd output a MotionVector Pass using  Motion_Vector(mip) pass
 shader.
 I'm just running some test atm.

 1/Is this the correct shader ?
 2/It's a bit long to render, it's computing several frames, right ?
 3/Then I guess I'm supposed to cache the whole sim, right ?

 Thank's



Re: Motion vector for ReelSmart MB

2013-01-14 Thread Guillaume Laforge
Salut Olivier,

1/Is this the correct shader ?
I'm not sure to remember but I think it is correct. I'm sure others will be
able to confirm.

2/It's a bit long to render, it's computing several frames, right ?
CrowdFX use some simulation regions, so you should not render your sequence
without caching it first. But note that it should just work in theory, so
there is definitely a bug there.
Don't try to cache the particles only, it won't work for motion blur...

3/Then I guess I'm supposed to cache the whole sim, right ?
Yes :). You should generate a pointcache (motion designer)  for all your
actors copies.
Then (if I were you), I would prepare a rendering scene were the actors
copies are just a frozen version (no ICETrees, no simulated region, just
the meshes with their ICEMateirals) and would apply the mdd file.

This way should work !!!

Cheers,

Guillaume


On Mon, Jan 14, 2013 at 5:24 AM, olivier jeannel olivier.jean...@noos.frwrote:

 Hi list,

 I'm post processing a crowdFX sequence. I'd like to enhance the motion
 blur a bit, I'm having a rotative camera movement.
 I thought I'd output a MotionVector Pass using  Motion_Vector(mip) pass
 shader.
 I'm just running some test atm.

 1/Is this the correct shader ?
 2/It's a bit long to render, it's computing several frames, right ?
 3/Then I guess I'm supposed to cache the whole sim, right ?

 Thank's



Re: Motion vector for ReelSmart MB

2013-01-14 Thread Ben Beckett
Hi Olivier

Your best using this http://www.alamaison.fr/3d/lm_2DMV/lm_2DMV_ref.htm

Create a pass, add the shader as a over ride,

Setting you render options here is key so follow the section
*2) Render Options Settings*
*and*
*3) Normalize*


Ben


On 14 January 2013 12:34, Ian Baxter ianbaxt...@gmail.com wrote:

 What are you comping in?
 I would try Raster Motion and make sure you render scanline or you won't
 get the camera contribution.




 On Mon, Jan 14, 2013 at 10:24 AM, olivier jeannel olivier.jean...@noos.fr
  wrote:

 Hi list,

 I'm post processing a crowdFX sequence. I'd like to enhance the motion
 blur a bit, I'm having a rotative camera movement.
 I thought I'd output a MotionVector Pass using  Motion_Vector(mip) pass
 shader.
 I'm just running some test atm.

 1/Is this the correct shader ?
 2/It's a bit long to render, it's computing several frames, right ?
 3/Then I guess I'm supposed to cache the whole sim, right ?

 Thank's





Re: Motion vector for ReelSmart MB

2013-01-14 Thread Guillaume Laforge
You don't need to use lm2dmv since XSI 7.0 :).
There is an AOV/Channel/RenderBuffer just for that. I just can't remember
the exact name without opening Softimage...

On Mon, Jan 14, 2013 at 7:44 AM, Ben Beckett nebbeck...@gmail.com wrote:

 Hi Olivier

 Your best using this http://www.alamaison.fr/3d/lm_2DMV/lm_2DMV_ref.htm

 Create a pass, add the shader as a over ride,

 Setting you render options here is key so follow the section
 *2) Render Options Settings*
 *and*
 *3) Normalize*


 Ben


 On 14 January 2013 12:34, Ian Baxter ianbaxt...@gmail.com wrote:

 What are you comping in?
 I would try Raster Motion and make sure you render scanline or you won't
 get the camera contribution.




 On Mon, Jan 14, 2013 at 10:24 AM, olivier jeannel 
 olivier.jean...@noos.fr wrote:

 Hi list,

 I'm post processing a crowdFX sequence. I'd like to enhance the motion
 blur a bit, I'm having a rotative camera movement.
 I thought I'd output a MotionVector Pass using  Motion_Vector(mip) pass
 shader.
 I'm just running some test atm.

 1/Is this the correct shader ?
 2/It's a bit long to render, it's computing several frames, right ?
 3/Then I guess I'm supposed to cache the whole sim, right ?

 Thank's






Re: Motion vector for ReelSmart MB

2013-01-14 Thread olivier jeannel

Thank you all people !
Right now, I'm delivering as is for validation. Will see what they 
say...
Aaah, I didn't know for the mdd thing, thanks a lot for the in depth 
detailled explanation Guillaume ;)


Thank's !


Le 14/01/2013 14:03, Guillaume Laforge a écrit :

You don't need to use lm2dmv since XSI 7.0 :).
There is an AOV/Channel/RenderBuffer just for that. I just can't 
remember the exact name without opening Softimage...


On Mon, Jan 14, 2013 at 7:44 AM, Ben Beckett nebbeck...@gmail.com 
mailto:nebbeck...@gmail.com wrote:


Hi Olivier

Your best using this
http://www.alamaison.fr/3d/lm_2DMV/lm_2DMV_ref.htm

Create a pass, add the shader as a over ride,

Setting you render options here is key so follow the section


*2) Render Options Settings*

*and*


*3) Normalize*



Ben


On 14 January 2013 12:34, Ian Baxter ianbaxt...@gmail.com
mailto:ianbaxt...@gmail.com wrote:

What are you comping in?
I would try Raster Motion and make sure you render scanline or
you won't get the camera contribution.




On Mon, Jan 14, 2013 at 10:24 AM, olivier jeannel
olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote:

Hi list,

I'm post processing a crowdFX sequence. I'd like to
enhance the motion blur a bit, I'm having a rotative
camera movement.
I thought I'd output a MotionVector Pass using
 Motion_Vector(mip) pass shader.
I'm just running some test atm.

1/Is this the correct shader ?
2/It's a bit long to render, it's computing several
frames, right ?
3/Then I guess I'm supposed to cache the whole sim, right ?

Thank's