The issue is caused by extreme rotation values.

Motion blur typically solves rotations along the shortest arc between frames.  
Which implies the maximum rotation you can have between frames which solves 
correctly is 179.9 degrees or else you'll get the 'rewind' effect.  Mental ray 
does have some built-in logic to solve on a window a little larger than 179.9, 
but probably not beyond 360 degrees.  Mental ray is largely dependent on 
information coming from the host application to resolve these kinds of things

In your case, the difference between frames is 421,039.2 degrees which is 
waaaaay beyond that solvable range.  The motion blur arc is so stretched out 
it's wrapping around itself hundreds of times like thread wrapped around a 
spool.  Your shutter open/close times are so close together it reveals only a 
very tiny portion of that path which results in the strange arc you see.

The solution is to reduce the number of rotations by a multiple which retains 
the persistence-of-vision of the wheels appear to rotate correctly, but where 
the delta between frames is less than 360 degrees.

Matt




From: [email protected] 
[mailto:[email protected]] On Behalf Of Arvid Björn
Sent: Wednesday, July 18, 2012 12:58 AM
To: [email protected]
Subject: Re: Car wheel motion blur

Here, I've recreated the problem in the simplest possible setup, no weird 
rotation order and it's centered on the null, just draw a region to see the 
problem.

File: http://www.stopp.se/arvid/motionblurbug.scn

Different rotation speeds of the ball yield different arcs though, so sometimes 
you'd get lucky to hit a number that doesn't show the problem, which is why the 
problem appear at random for us. The problem was solved by skinning the geo to 
the null instead of parenting it, which invokes deformation motion blur, but 
the scene gets more complex and the rig gets heavier.

Please see if I've missed something in my settings, I'd love to solve the 
problem without skinning!

Cheers

On Tue, Jul 17, 2012 at 6:09 PM, Manny Papamanos 
<[email protected]<mailto:[email protected]>> wrote:
I did a quick test and the blur seemed to look  good in MR on a simple cube 
spinning on a moving cube hierarchy.
Be sure you don't use 'offset' in the MB settings or the wheels or they may 
look like they are coming out of the wheel wells.
Check the transforms on your 'centers' on the wheels and all the parents for 
weirdness.
If something weird is based on the parents, one way out of this is to plot and 
then use that motion on the wheels.
Also, perhaps playing with the 'rotation order' may help, I would make sure 
that the spinning axis is first on the list.


-manny|SI support


From: 
[email protected]<mailto:[email protected]>
 
[mailto:[email protected]<mailto:[email protected]>]
 On Behalf Of Arvid Björn
Sent: Tuesday, July 17, 2012 10:20 AM
To: [email protected]<mailto:[email protected]>
Subject: Re: Car wheel motion blur

Thanks, I tried your suggestion, but there's nothing wrong with the parenting. 
It is related to parenting, but that's not where the problem lies. It works 
fine with deformation motion blur with the exact same center of rotation, so 
that proves that the problem is in how transformation motion blur is being 
evaluated. When evaluated per point with a global vector, everything's fine. I 
wish I could force MR to do that even though I'm not actually deforming 
anything.

On Tue, Jul 17, 2012 at 1:56 PM, Alok Gandhi 
<[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>>
 wrote:
Most probably the motion samples are creating an arc due to parenting. What you 
need to do is to check this is take the fcurves and scale them quite a bit. 
This will allows you to see in "slo-mo" the trajectory of the wheel as it moves 
along. If you see the undesired arcing then I would suggest changing the 
parenting so the center of motion is at the center of the wheels.

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