Yeah, but what discombobulates me is why 66? Someone 10 years ago decided
to write "if samples < 66 then ....."? And noones bothered to change it?

I do agree though. Nukes scanline renderer (everything 3d, really) is
pretty useless. Unfortunately (as suggested above) that is the renderer I
am stuck with at the moment, can not use atomkraft.

G


On Sat, Mar 2, 2013 at 12:08 AM, Jonathan Egstad <[email protected]>wrote:

> Because that's the maximum number of jitter samples in the hardcoded
> internal jitter array.  Ten years ago it didn't seem necessary to go beyond
> that, however now it's pretty limiting.
>
> The real answer is to completely replace the sampling schema in the
> renderer with a more modern stochastic one.
> Better yet, replace the whole renderer with a proper ray tracer...
>
> -jonathan
>
> On Mar 1, 2013, at 3:48 PM, Gustaf Nilsson wrote:
>
> Just want to add that the limit seems to be 66 samples. How does that make
> sense??
>
> G
> On 1 Mar 2013 23:24, "Gustaf Nilsson" <[email protected]> wrote:
>
>> Yeah that would be ace if it wasn't for the fact that i need the samples
>> on animated textures and i have multiple semi transparent objects
>>
>> Thanks, G
>> On 1 Mar 2013 19:25, "Marten Blumen" <[email protected]> wrote:
>>
>>> You can use VectorBlur after the Scanline to add more motion blur, this
>>> smoothes the 60/70 samples 'limit'.
>>>
>>> Page 444 of the Nuke 7.04 User Guide explains it well - 'Adding Motion
>>> Blur Using VectorBlur'
>>>
>>>
>>> On 2 March 2013 03:26, Gustaf Nilsson <[email protected]> wrote:
>>>
>>>> Hi
>>>>
>>>> seems like the max amount of moblur samples is somewhere between 60 and
>>>> 70, is there a reason for that? Is there a way to hack beyond that?
>>>>
>>>> (other than doing two renders with an offset of the motionblur and
>>>> combine them after)
>>>>
>>>> G
>>>>
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