How do you, is it even possible?, set up correct motion blur in Octane when using the crowd system in houdini?
I have a problem where octane won't render / read the "v" of the crowd packed primitives, even if I go in and manually calculate the v.
I don't know if its a packed prim problem or a crowd problem, or both.
This is 1 bird, as a crowd Agent, so its a packed prim, by itself it renders perfectly fine using deform-mblur in octane settings
This all turns to shit once it has gone through the crowd solver etc, even with the added v above. I am also exposing the v in the obj parameters at sop level
Comparison Vray for Houdini reads the velocity better, which can be seen on the wing tips etc. (it has its own issues, but not related to motion blur).
Anyway is there a solution to this?
Thanks,
Thomas
EDIT: So I sort of fixed this simply by unpacking them... it actually works quite well, but of course it would damn handy if we could get packed primitives mblur support too?