Cannot render motion blur using particles

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
Post Reply
wastzzz
Licensed Customer
Posts: 149
Joined: Mon Oct 15, 2012 7:04 pm

Hi,
I have been trying for hours to get a motion blur effect on some simple particles using 3dsmax PFlow.
I cannot achieve the result on particles, while it works on a simple sphere that I animated by hand.
Any suggestion to do it?
Max.
motionblur fail.jpg
wastzzz
Licensed Customer
Posts: 149
Joined: Mon Oct 15, 2012 7:04 pm

Noone else is having this issue?
M.
User avatar
Goldisart
Licensed Customer
Posts: 780
Joined: Sat Oct 26, 2013 8:47 am

I have found that option - blur only works after the death of particles

.....through instance shape blur works
Attachments
2014-10-29 17-51-59 OctaneRender Viewport..png
Last edited by Goldisart on Wed Oct 29, 2014 3:34 pm, edited 2 times in total.
MistAjuliax
Licensed Customer
Posts: 142
Joined: Wed Nov 21, 2012 10:49 am

Hi,
I already sent a scene to Karba last week to notify him that there is a motion blur bug my post is here ( http://render.otoy.com/forum/viewtopic.php?f=80&t=42985 ) Render viewport constantly refresh when motion blur is set to object MB, and when it's set to vertex MB, it appears only when particles birth is finished.

No response at the moment, but he knows.

Regards.
Win 10 pro 64 / GTX 1070ti, gtx 1070 / FX8320E / 16Go DRR4
wastzzz
Licensed Customer
Posts: 149
Joined: Mon Oct 15, 2012 7:04 pm

Guess we have to wait for a fix then.
Can't live without mblur on particles, you know :p
M.
nagboy
Licensed Customer
Posts: 96
Joined: Thu Jan 03, 2013 5:32 am

Particles will always be a problem and i dont think its going to be solved any time soon. Think of it as each vertex will have a vertex number that octane assigns, when geometry is killed or created in the particle system vertices are added and removed. This process profoundly confuse any renders ability to track the geometry moving through time. Its incredible difficult to do. Right now the only way to render these sequences correctly is by using the multipass renderer with the max camera. Its depending on how heavy your scene is its painstakingly slow. 3DStudio has to set up the scene 25/30 times for each frame. The heavier the scene the less time is spent proportionally setting up again and again compared to actual render time. I wish octane would enable final sequence rendering through their frame buffer because this is blisteringly fast compared to the setup time for the max framebuffer. When you scrub through an animation its not difficult to imagine how fast a multipass effect type of rendering would go in the octane framebuffer. If you are in desperate need to render your particles with MB just set the samples per frame to 1/25 (or 1/30) of your intended final rendering samples and churn away. So for example if you want your final frame to have 2500 samples, set samples to 100 and 25 passes (for 25fps). The only time you will lose is the setup time for each pass.
wastzzz
Licensed Customer
Posts: 149
Joined: Mon Oct 15, 2012 7:04 pm

Thanks for this exhaustive explanation.
Max.
User avatar
Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

I have some ideas how to solve the issue. Give me a try.
wastzzz
Licensed Customer
Posts: 149
Joined: Mon Oct 15, 2012 7:04 pm

Thank you Karba.
M.
Post Reply

Return to “Autodesk 3Ds Max”