Search found 20 matches

by Deepwell
Sun Dec 31, 2023 6:37 pm
Forum: Foundry Modo
Topic: Motion blur with replactors
Replies: 6
Views: 14101

Re: Motion blur with replactors

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 ...
by Deepwell
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 ...
by Deepwell
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 ...
by Deepwell
Fri Dec 22, 2023 10:15 am
Forum: Foundry Modo
Topic: Motion blur with deformers
Replies: 7
Views: 13045

Re: Motion blur with deformers

...
Now I'm off to my next challenge - motion blur with replicators... :mrgreen:
viewtopic.php?f=34&t=82829
by Deepwell
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 ...
by Deepwell
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 ...
by Deepwell
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.
by Deepwell
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 ...
by Deepwell
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 ...
by Deepwell
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 ...

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