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Motion blur with deformers

PostPosted: Wed Dec 20, 2023 5:43 pm
by Deepwell
Hi,

I tried to follow
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's animation settings.

I have Use Modo shutter speed turned OFF and entered "50.0" into the shutter speed field.

I have "Use Modo Render Cache" enabled in the Octane kernel's settings.

I see motion blur on object that are animated using the transforms.

But non on the one animated using a deformer (General Influence)

I've attached an example scene.

Any ideas what I am doing wrong?

Modo: 16.1v8
Octane: 2023.1.1 (13000100)
OS: Windows 10.0.19045 Build 19045

Re: Motion blur with deformers

PostPosted: Thu Dec 21, 2023 11:29 am
by face_off
Motion blur is not working in Standalone on an exported ORBX from this scene either, so something is amiss. I am away for the Christmas break, so will need to look at this next week.

Paul

Re: Motion blur with deformers

PostPosted: Thu Dec 21, 2023 12:48 pm
by Deepwell
Hey Paul,

thank you for looking into this!

Happy holidays!
J.

Re: Motion blur with deformers

PostPosted: Thu Dec 21, 2023 7:15 pm
by funk
face_off wrote:Motion blur is not working in Standalone on an exported ORBX from this scene either, so something is amiss. I am away for the Christmas break, so will need to look at this next week.

Paul


Standalone 2023.1.1 is showing motion blur here. Here's a screenshot and the ORBX.
NOTE: I'm using modo 16.1v8 + the 2023.1.1.196 test build you posted on slack.

screenshot.png

Re: Motion blur with deformers

PostPosted: Thu Dec 21, 2023 7:30 pm
by funk
UPDATE: There is more to this. I restarted modo, loaded the scene and went straight to an export. This second ORBX is NOT showing motionblur (on the middle mesh) in standalone.

If I DISABLE "use modo render cache", then export, it works though. So I may have changed settings, or there is some random issue during export?

Re: Motion blur with deformers

PostPosted: Thu Dec 21, 2023 7:51 pm
by funk
I also found a way to make it work in modo, although I'm not sure if it's correct

Add a modo motion vector render output (add layer > render outputs > basic > motion vector) and restart the render.
This seems to help the render cache produce correct motion vectors (?)
It also exports the ORBX correctly (motion blur works), even though the render cache is enabled.

screenshot2.png


EDIT: It also works without adding the modo motion vector, if you enable modo camera > camera effect > motion blur "enable"
So modo's render cache either needs a modo motion vector render output, OR motion blur enabled on the modo camera, so it can produce the required motion vectors

So it's best to enable kernel > animation > use modo shutter speed, then control motion blur on the modo camera.

Re: Motion blur with deformers

PostPosted: Fri Dec 22, 2023 9:24 am
by Deepwell
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 obtain the necessary velocity information...

"Use Modo Render Cache" of course must be on for that.

"Object Motion Blur" does not have to be on in the Octane kernel's animation settings - I guess that's because the velocity vectors already come calculated from Modo's render cache.

If I turn off "Use Modo Shutter Speed" and set the shutter speed in the Octane's settings I do not need to have Motion Blur enabled in the Modo camera.


I am really glad there is a solution for doing this inside Modo! The standalone version would not be an option for me - I just spent quite some time writing a script to have some batch rendering going in Modo with Octane and having to export every scene, import it into the standalone and render there....no.

Many thx!!!
J.

Re: Motion blur with deformers

PostPosted: Fri Dec 22, 2023 10:15 am
by Deepwell
...
Now I'm off to my next challenge - motion blur with replicators... :mrgreen:
viewtopic.php?f=34&t=82829