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
>>> 
>>>  
>>> 
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