Vector Pass Issues

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Vector Pass Issues

Postby Jolbertoquini » Tue Mar 21, 2017 4:27 pm

Jolbertoquini Tue Mar 21, 2017 4:27 pm
Hi Guys,

We did some test with Standalone 3.06 test 3, with Motion Vector, Basically the results is really different of the motion blur rendered with Octane the "internal" mode we use on maya plug and standalone we have same problem after we test the same scene use only motion vector from Arnold we get the same result as the standalone 3d motionblur render.

I attach at this message orbx scene exr renders and a image to explain the case. Please let us know if is settings or something on the software there is fusion but same issues on Nuke and AfterFX.

Best,
JO
Attachments
Motion_vector_problems.jpg
Issues
exr_renders.rar
renders
(43.12 MiB) Downloaded 31 times
MV_test.orbx
Standalone scene
(563.88 KiB) Downloaded 30 times
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Re: Vector Pass Issues

Postby calus » Tue Mar 21, 2017 11:50 pm

calus Tue Mar 21, 2017 11:50 pm
Yes right, motion vector pass in Octane is a joke,
I guess nobody in Octane team ever tried to use it.

I measured the value of the vectors and found that the distance from the camera doesn't affect vectors.
If 2 Objects have the exact same movement but one in front of the camera, the other very far, they will have the exact same vector ...
This is absurd as obviously the object near the camera need a way stronger motion-blur post effect.

So ok, this is not a vector pass but a velocity pass and we need to take care of the distance from camera by ourself...(z component of the camera space)
So I tried, I divided Vector pass by Zdepth pass and magicaly the post motion blur begin to looks like the rendered motion blur.(also the the ridiculously low values of vectorX(red) and vectorY(green) doesn't help)
but even this way the post motion blur feels very low quality , still very far to the quality of Arnold motion vector pass.
On the other side, Arnold motion vector almost match exactly the Octane rendered motion blur :lol:
_
Attachments
scenes.zip
here is a simple scene, with 2 sphere one just in front of camera, the secon very far, both sphere have the exact same movement at the same speed, look at frame 4, I exported the MV pass, open the pass in a hdr capable editor and pick color for the two sphere, they have the exact same color/vector, this is wrong, obviously the background sphere need much less motion blur than the near sphere.
(44.03 KiB) Downloaded 26 times
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Re: Vector Pass Issues

Postby calus » Wed Mar 22, 2017 1:12 am

calus Wed Mar 22, 2017 1:12 am
ArnolExport.zip
here is the vector pass from Arnold for the same scene, as you can see unlike Octane, far and near sphere don't have the same vactor value.
(331.45 KiB) Downloaded 28 times



IMG_22032017_015613_0.png
screenShot of the Fusion comp showing the technic for dividing the Vector pass by the Zdepth
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Re: Vector Pass Issues

Postby abstrax » Wed Mar 22, 2017 1:35 am

abstrax Wed Mar 22, 2017 1:35 am
Yes, I can confirm that the viewport transformation isn't applied to the motion vector (it seems it was always broken). It's too late for the upcoming test 4 release, but we will fix it with the release after that.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: Vector Pass Issues

Postby calus » Wed Mar 22, 2017 1:48 am

calus Wed Mar 22, 2017 1:48 am
abstrax wrote:Yes, I can confirm that the viewport transformation isn't applied to the motion vector (it seems it was always broken). It's too late for the upcoming test 4 release, but we will fix it with the release after that.

Thanks :)
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Re: Vector Pass Issues

Postby Jolbertoquini » Wed Mar 22, 2017 8:11 am

Jolbertoquini Wed Mar 22, 2017 8:11 am
abstrax wrote:Yes, I can confirm that the viewport transformation isn't applied to the motion vector (it seems it was always broken). It's too late for the upcoming test 4 release, but we will fix it with the release after that.

Oh ! Sorry we spot a bit late but thanks if we could have sometime would be great!
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