PolderAnimation wrote:Thanks for this release, glad to see 'Fixed denoiser output to be slightly brighter when the render layer is enabled' being fixed.
I already posted this before. But I will post it again. Motion blur on deforming characters is linear (that is of course understandable). But it would be great if we could use substeps (on vertex cached objects) to have more accurate motion blur on deforming objects (like characters). At the moment we have a project where we made a character that sometimes moves extremely fast an you see only his motion blur. In a part of the animation he circles around an object. If I render this, the motion blur is just a straight line instead of having a nice arc. If substeps (on vertex cached objects) where supported we could get this nice arc.
Below a test with a simple object.
A sphere that rotates 180 degrees in one frame.
The first one has rotation keys on the object is self, the second one has a vertex position cache (like characters would have) (both have substeps).
As you can see the one with the vertex position cache has wrong motion blur. So for all animated characters with subframes caches, the motion blur is wrong.
I have attached an orbx, if you slide the shutter time you can see where things go wrong.
Hi PolderAnimation,
Thank you for your feedback. Instance motion blur currently supports multiple motion keys within the current frame, however in the case of triangles just one motion key is supported at the moment. This is the reason why using object motion you can observe the whole trajectory interpolated using the various keys while in the second case the vertex positions are interpolated between the beginning and the end of the frame only.
Since we will be adding support for moving triangles to leverage Ampere HW in an incoming release, which provides support for multiple motion keys per frame, we may take the chance to also support it on older devices via software using CUDA the usual way.
I hope that helps.