Hey Paul,
you mean that's the reason why Octane cannot acquire the motion vector via the Modo render cache?
Also I'm curious why Octane has a problem in the first place when the number of particles changes. Don't they have a unique ID to identify them from frame to frame?
But that's just me ...
Search found 20 matches
- Sun Dec 31, 2023 6:37 pm
- Forum: Foundry Modo
- Topic: Motion blur with replactors
- Replies: 6
- Views: 14101
- Mon Dec 25, 2023 4:39 pm
- Forum: Foundry Modo
- Topic: Motion blur with replactors
- Replies: 6
- Views: 14101
Re: Motion blur with replactors
In the standalone app (Octane Render Studio) the motion blur works fine - unfortunately that is not an option for me: I tried exporting one scene of the project (of ~20 scenes total) and canceled it after ~7% with a ~2GB Alembic file...
It seems that to export to the standalone app the Alembic file ...
It seems that to export to the standalone app the Alembic file ...
- Sat Dec 23, 2023 3:27 pm
- Forum: Foundry Modo
- Topic: Motion blur with replactors
- Replies: 6
- Views: 14101
Re: Motion blur with replactors
Hey funk,
thx for looking into this!
That is unfortunate... :|
I think I understand why Octane would have a hard time calculating the velocity if not all of the particles are actually present in the previous/next frame (i.e. having varying number of transforms), but I really was hoping that the ...
thx for looking into this!
That is unfortunate... :|
I think I understand why Octane would have a hard time calculating the velocity if not all of the particles are actually present in the previous/next frame (i.e. having varying number of transforms), but I really was hoping that the ...
- Fri Dec 22, 2023 10:15 am
- Forum: Foundry Modo
- Topic: Motion blur with deformers
- Replies: 7
- Views: 13045
- Fri Dec 22, 2023 10:14 am
- Forum: Foundry Modo
- Topic: Motion blur with replactors
- Replies: 6
- Views: 14101
Motion blur with replactors
Hi again!
I tried to follow the instructions under
https://render.otoy.com/forum/viewtopic.php?f=34&t=73940
to achieve motion blur with replicators.
I have this situation where the point count is different each frame (so the number of transforms differs from frame to frame, I'm using a Surface ...
I tried to follow the instructions under
https://render.otoy.com/forum/viewtopic.php?f=34&t=73940
to achieve motion blur with replicators.
I have this situation where the point count is different each frame (so the number of transforms differs from frame to frame, I'm using a Surface ...
- Fri Dec 22, 2023 9:24 am
- Forum: Foundry Modo
- Topic: Motion blur with deformers
- Replies: 7
- Views: 13045
Re: Motion blur with deformers
Hey funk,
awesome - that works!!
Simply adding the Motion Vector Output in Modo's shader tree does the trick.
I would never have guessed that - especially because adding a motion vector output to Octane totally kills motion blur! Although it also makes sense somehow - it's the only way Octane can ...
awesome - that works!!
Simply adding the Motion Vector Output in Modo's shader tree does the trick.
I would never have guessed that - especially because adding a motion vector output to Octane totally kills motion blur! Although it also makes sense somehow - it's the only way Octane can ...
- Thu Dec 21, 2023 12:48 pm
- Forum: Foundry Modo
- Topic: Motion blur with deformers
- Replies: 7
- Views: 13045
Re: Motion blur with deformers
Hey Paul,
thank you for looking into this!
Happy holidays!
J.
thank you for looking into this!
Happy holidays!
J.
- Wed Dec 20, 2023 6:56 pm
- Forum: Foundry Modo
- Topic: Batch rendering
- Replies: 4
- Views: 11975
Re: Batch rendering
I just found an issue with the script code - the direct recursive call of checkAndAdvance is not ideal...(works, but can be problematic). Also I found out that fortunately on Windows it is not necessary to use the loathed backslashes in the path...:)
Corrected code:
#!/usr/bin/env python ...
Corrected code:
#!/usr/bin/env python ...
- Wed Dec 20, 2023 5:48 pm
- Forum: Foundry Modo
- Topic: Batch rendering
- Replies: 4
- Views: 11975
Re: Batch rendering
Hey Paul,
many thx for getting back to me about this and for the pointers.
The processEvent() is not enough in this case - the frame won't be advanced...
But with a little digging into Qt/PySide I managed to get something working (see attached).
Currently the scene list is simply hard coded into ...
many thx for getting back to me about this and for the pointers.
The processEvent() is not enough in this case - the frame won't be advanced...
But with a little digging into Qt/PySide I managed to get something working (see attached).
Currently the scene list is simply hard coded into ...
- Wed Dec 20, 2023 5:43 pm
- Forum: Foundry Modo
- Topic: Motion blur with deformers
- Replies: 7
- Views: 13045
Motion blur with deformers
Hi,
I tried to follow
https://render.otoy.com/forum/viewtopic.php?f=34&t=73940
to make motion blur work with my deformer driven objects.
I have "Live Geometry Update" and "Reload Mesh Each Frame" activated on the item.
I have Camera Motion Blur and Object Motion Blur enabled in the Octane kernel ...
I tried to follow
https://render.otoy.com/forum/viewtopic.php?f=34&t=73940
to make motion blur work with my deformer driven objects.
I have "Live Geometry Update" and "Reload Mesh Each Frame" activated on the item.
I have Camera Motion Blur and Object Motion Blur enabled in the Octane kernel ...