That seems about right, I think I was using 3delight at the time. A renderer that likes doing cheap tricks.
28 sep 2013 kl. 23:26 skrev "Nathan Rusch" <[email protected]>: > In broad terms, moving reflective surfaces and motion blur generally aren’t > a problem for raytracing renderers, because there aren’t relying on tricks or > workarounds. > > -Nathan > > > From: Elias Ericsson Rydberg > Sent: Saturday, September 28, 2013 1:36 PM > To: Nuke user discussion > Subject: Re: [Nuke-users] motion blur in reflections > > I'll second Nathan. > > Doing motion blur in 3D seems like your best bet. I know that motion blur in > reflections in some renders can be tricky. A great example is a spinning > chrome sphere, which shouldn't make the reflections become blurry. Sure the > surface being shaded is moving but should not affect the reflections in any > way. Possibly it was 3delight where you had to be cautious about this, > however, doing it in 3D will save you a very intricate comp. Specially if > there's a lot of different moving parts that are reflector. Eg. the internal > gears of a watch. > > /Elias > > 28 sep 2013 kl. 21:39 skrev "Nathan Rusch" <[email protected]>: > >> I would say definitely just render your 3D with motion blur. Given the >> nature of your scene, the time it will take you to get a comp solution >> working that’s even close to “good enough” will more than cancel out the >> time you could save by avoiding it in 3D, and doing it right will always >> look better. >> >> -Nathan >> >> >> From: Ryan O'Phelan >> Sent: Saturday, September 28, 2013 7:55 AM >> To: Nuke user discussion >> Subject: Re: [Nuke-users] motion blur in reflections >> >> The mirrored camera is the best choice because you can maintain a true pass >> system in the reflection(you will have diffuse, gi, etc.) , which you >> can't do otherwise. >> >> If you are feeling adventurous, you could try projecting a velocity pass on >> your geo, from a previous render, and then rendering the reflection. Your >> vertical vector will be inverted, but that's easy to fix in comp. >> >> Personally, I would stick to motion blur in camera. Lazy, I know. >> >> Ryan >> >> On Sep 28, 2013 2:50 AM, "matt estela" <[email protected]> wrote: >>> I'm no v-ray expert either, but knowing that vray can be treated as a pure >>> path-tracer like arnold, and getting motion blurred reflections from a >>> pathtracer is down to spreading your reflection samples over time, I'm sure >>> v-ray could do this happily, albeit slowly. Did a quick google, found some >>> images that imply it can do it fine: >>> >>> http://www.cg-blog.com/index.php/2013/04/11/vray-motion-blur.htm >>> >>> (the first overly-streaky motion blurred image, you can see matching >>> streaked reflections on the floor). >>> >>> You might have misremembered in terms of exporting motion vectors and >>> applying blur in comp, in which case yes, there's no easy way to capture >>> that in the render, and you'd need to do the cheats you've described. >>> >>> Another way would be to take your render camera, duplicate it, mirror it on >>> the ground axis, render your reflections through that second 'reflection' >>> camera. That way you could still export motion vectors, and keep it all in >>> comp. Depends how clever you wanna be, vs just brute force render your way >>> though it, which is becoming the norm these days. >>> >>> >>> >>> >>> On 28 September 2013 16:18, adam jones <[email protected]> wrote: >>>> Hey hey >>>> >>>> I ask this question with the feeling I might have over looked some thing. >>>> >>>> I know this is not a vRay forum but I just want to give you the complete >>>> story >>>> >>>> Ok am about to commence comp work on a TVC I have a mechanical object >>>> moving across a mirror like ground surface, this object will have various >>>> types / directions of MB going on some from its direction of movement but >>>> also spinning wheels and cog with MB. >>>> >>>> Now from what I remember (might be different in newer version of the vRay >>>> render) the MB is a vary post task being that it will not be shown >>>> in the reflections on the ground. >>>> >>>> I have a couple of ideas of how to get this MB into the ground >>>> reflections but they don't feel to elegant. >>>> >>>> one thought I had was…. >>>> >>>> there use to be a gizmo floating around that you could cast ground shadows >>>> with a projection camera, I just can't remember if it required I piece of >>>> geo or and alpha to do it, does an you remember this gizmo. >>>> >>>> also if any one has some ideas and or pointer that would be cool. >>>> >>>> keeping in mind that the ground surface will need to produce some what of >>>> a clean reflection. >>>> >>>> thank you all >>>> >>>> -adam_______________________________________________ >>>> 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 >> >> _______________________________________________ >> 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 > _______________________________________________ > 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
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