Off the top of my head, first thing I'd check is if your vector channel is antialiased and getting unpremulted somewhere. That could give you really high values along the edges where it's getting divided by the alpha.
Joe Laude Sent from my iPhone On Jul 5, 2012, at 11:05 PM, Jordan Olson <[email protected]> wrote: > Hey guys! > I'm compositing a CG character at the moment with DOF (using depth > channel) and also plugging in motion vectors into a nuke Vector Blur > node. As I'm applying DOF first, (relatively soft)- I like to expand > the motion vector channels outside the character's initial alpha using > an erode (both in positive and negative space). This usually works > fine for us, but THIS time I'm getting a really strange spikey > artifact. Clamping has no effect on it. > > Now I've attached an image (100kb), not sure if it'll stay attached to > this email through the mailing list, but it's a screenshot of the > issue in question. > If I toggle the erode/expand gizmo I have on the motion vectors, > turning it off does solve the spikey issue, but then I'm back to > square one! I need to expand the motion vectors and this has always > worked before. > > Any ideas what could be causing the vector blur to freak out on the > alpha edges and give random spikey anomalies? > cheers, > Jordan > <vectorblur_artifact.jpg> > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users _______________________________________________ Nuke-users mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
