thanks Guys,
thing is- viewing the motion vector layers (positive and negative
space) and checking the values with my values indicates it's all
normal- no extreme values as we're seeing. It really seems like a bug
or a glitch. I'm a comp TD and have been working with Nuke for a few
years, so I can say that with a fair degree of certainty.
No unpremult operations happening on the motion vectors- only a two
stage erode setup.
I'll keep trying different things to see what I can do.

cheers,
Jordan

On Sat, Jul 7, 2012 at 12:56 AM, Ryan O'Phelan <[email protected]> wrote:
> I would try eroding the motion vectors a pixel or two less than your color
> and alpha, then  comping it back in using a smaller and slightly blurred
> alpha.
>
> Hope that helps.
>
> Ryan
>
> On Jul 6, 2012 3:25 AM, "Joe Laude" <[email protected]> wrote:
>>
>> 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>
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