Motion vector for ReelSmart MB
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
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
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
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
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
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