>> Is this something that could be controlled by the host application, or is it 
>> strictly a Mental Ray issue? Seems like Soft should be able to send vectors 
>> per-point to MR?

Yes, using UserMotion properties or PointUserMotion attributes. However, you 
need to calculate and set the vectors you want. See:

http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/GUID-1E30919E-2C57-442B-8FE8-E522B0E2342C.htm,topicNumber=d30e379979

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Thursday, July 19, 2012 04:40 AM
To: softimage@listproc.autodesk.com
Subject: RE: Car wheel motion blur

One way I have found to do really good motion blur on wings and other stuff 
that needs big MB (did not test this case with it as the scene that was posted 
was 2012 or 2013 and I am running 2011 here) is to create the animation cycle 
over a number of frames - say wing flap - up fr1 - > full down fr 5 - up again 
fr 10 - then I make this a clip.  I then scale this clip really small and cycle 
it - you get really nice (more than 25/24fps able) MB like this - I guess you 
can adjust the scale of the clip to get the MB level you want.  This works 
superb for props on planes and heli blades too - works 100% in MR and Arnold.

Not sure it I am missing the problem as I am bouncing between problems here and 
skipped over the mails - just thought I would mail my MB solution here - might 
be worth a try.

S.

_____________________________
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za<mailto:sandy.sutherl...@triggerfish.co.za>
_____________________________



________________________________
From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [softimage-boun...@listproc.autodesk.com] on behalf of Arvid Björn 
[arvidbj...@gmail.com]
Sent: 19 July 2012 10:17
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Car wheel motion blur
Thanks everyone for your insight and suggestions!

Raffaele: In this particular case I wasn't so bothered with the aesthetics of 
the blur, but the wheels seemed to flicker in and out of existence, some frames 
the car would appear to hover, others the wheel looked extremely stretched in 
one axis, sometimes I get the arc, and in other shots it would work just fine.

Enveloping the wheel always produce the correct result, even with silly speeds, 
so the whole thing would go away if MR could just be forced to evaluate motion 
per-point instead of using object transformations, as an option. It's not even 
slow actually, so this particular optimization just creates more problems than 
in solves.


Is this something that could be controlled by the host application, or is it 
strictly a Mental Ray issue? Seems like Soft should be able to send vectors 
per-point to MR?



On Thu, Jul 19, 2012 at 2:29 AM, Raffaele Fragapane 
<raffsxsil...@googlemail.com<mailto:raffsxsil...@googlemail.com>> wrote:
It's not an uncommon problem in rendering in general.
When we do things like wheels and propellers we normally render wedges of 
various settings at different incident angles, speeds and so on to make sure 
the blur looks correct.

In these cases the physical accuracy of the motion is absolutely irrelevant 
(IE: the wheel is theoretically slipping on the ground all the time or the 
propellers is at a fraction of the RPMs required for the plane to move at that 
speed), the quality of the blur is everything to sell those things off.

The B52 in Sucker Punch took a full two days of testing and rendering wedges 
and an operator that would modulate the RPMs based on aesthetic choices to 
produce usable frames.

Another classic issue is emulating the forward + rewind + stable blur seen in 
footage of car wheels accelerating past a camera, which we had to implement 
controls for so that people could animate parameters based on the actual 
aesthetics of the blur and motion they wanted instead of animating rotations 
and shooting in the dark.

This was the case with PRMan and Mantra and was run with all kind of data, from 
straight point caches with a stupid amount of subframes to straight transforms 
to deformation with additional data coming from a monitored transform.

Not that it's not an issue or that it shouldn't be looked at, just saying that 
if you want to do spinning objects and you want that cinematic blur people are 
used to you'll have to bite the bullet and NOT go for temporally or physically 
accurate.

Even shooting these things for real on a set often requires tests and wedges 
for the rigs to be timed and controlled so the DoP gets what he wants.

On Thu, Jul 19, 2012 at 9:44 AM, Jack Kao 
<jack....@grapecity.com<mailto:jack....@grapecity.com>> wrote:
I wonder if it's something to do with Mental Ray specific?


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