According to the manual, the "Time" and "Shutter Time" settings do the same thing
That looks to be a mistake in the manual. "Time" here allows you to set the actual render time at that moment. So when Time = 5.2 that means that all octane animations will be set to 5.2 seconds into their animation. This is useful for when you are using ORBX proxies that contain animated content.
"Shutter time" is correctly described.
tombube wrote:After experimenting with the post process techniques that use motion vectors I came to a possibly better solution using frame accumulation with a low Max. samples count. This should be a much easier solution for people who want to use the PBR Recorder to generate their data, but the recorder itself for some strange reason doesn't allow framerates higher than 120 fps...
I'd need a frame rate of around 1500 fps to have enough frames for a quality motion blur - one frame would be created from 50 frames with a Max. samples count of 10, so that the total number of samples for that frame would be 500.
Does anyone know if it is possible to get the PBR Recorder interface to accept that high framerate? Or is there a way of running the raytrace through a script instead of through the recorder? That probably would be the best option, since it would be possible to accumulate the 50 images on the fly so that they don't take up space on the drive.
The PBR Recorder framerate is limited by unity itself unfortunately.
Another route you could choose is to export to ORBX using the PBR Recorder. When you export animations to ORBX, it automatically generates the nessesary data for object motion blur.
Then you render the ORBX animation in octane standalone and use the animation settings there.
Or load the ORBX back into unity as a proxy and animate the Octane.Renderer.Time with a C# script when recording.