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
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
Thanks Bill. That seems to create the best result. I was also going to
try isolating the loops and see if I could morph them into something useful
as well, but no such luck.
Thanks again.
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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
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
/Users/admin/.nuke/menu.py : error interpreting this plugin
crashes at that point.
works fine in 7.0v8
Randy S. Little
http://www.rslittle.com/
http://www.imdb.com/name/nm2325729/
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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
fyi this is the entire menu.py
import SubmitToDeadline
tb = menubar.addMenu(Thinkbox)
tb.addCommand(Submit To Deadline, SubmitToDeadline.main, )
Randy S. Little
http://www.rslittle.com/
http://www.imdb.com/name/nm2325729/
On Sat, Sep 28, 2013 at 12:55 PM, Randy Little
whats defining menubar?
Howard
From: Randy Little randyslit...@gmail.com
To: Nuke user discussion nuke-users@support.thefoundry.co.uk
Sent: Saturday, 28 September 2013, 21:52
Subject: [Nuke-users] Re: 7.0v9 fails ./nuke/menu.py
fyi this is the entire
I don't know that menu.py what created by Deadline. and it does have the
closing ) I missed it in coping it
Randy S. Little
http://www.rslittle.com/
http://www.imdb.com/name/nm2325729/
On Sat, Sep 28, 2013 at 1:58 PM, Howard Jones mrhowardjo...@yahoo.comwrote:
whats defining menubar?
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:
‘menubar’ is defined in Nuke’s main menu.py, and they’re relying on it still
being around in the global namespace (not very good practice). However, that
file hasn’t changed in 7.0v9... If you launch Nuke from a terminal, or just
look in Nuke’s popup terminal window when the error dialog pops
thanks Nathan.
Randy S. Little
http://www.rslittle.com/
http://www.imdb.com/name/nm2325729/
On Sat, Sep 28, 2013 at 2:32 PM, Nathan Rusch nathan_ru...@hotmail.comwrote:
‘menubar’ is defined in Nuke’s main menu.py, and they’re relying on it
still being around in the global namespace (not
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 nathan_ru...@hotmail.com:
In broad terms, moving reflective surfaces and motion blur generally aren’t
a problem for raytracing renderers,
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