4.14 Pflow Motionblur issue

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Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.


All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
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ThaRaven
Licensed Customer
Posts: 114
Joined: Fri Feb 20, 2015 1:17 pm

When enabling the Delete Modefier in Pflow, motionblur does not work once particles are deletet..
Attachments
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Win 7 64 | Geforce GTX780 |Dual X5667 Xeon | 40GB | MAX 2016 |
loutre
Licensed Customer
Posts: 1
Joined: Mon May 11, 2015 9:36 pm

Hi,
I'm having the exact same issue, making particles absolutely unusable with motion blur in Octane !!!
The strange thing is that my particle setup works fine with Vray rendering engine, but I noticed a similar motion blur problem with Fstorm GPU render software... so is this really Octane's fault ?
I made a test with a very simple setup, one emitter, very few big particles, and it seems that when a particle is reaching the "delete" event, this very particle gets kind of teleported back to the emitter to restart a new cycle, causing motion blur artifacts....

What can we do to correct this bug ?
Have you found a solution ? I'm completely stuck at this point....
Thanks in advance.

Alex
MoWiz
Licensed Customer
Posts: 6
Joined: Thu Mar 10, 2016 3:31 pm

You must use the Mesher from compound objects.
With it everything will work as it should.

Article from 3ds max's help:
https://knowledge.autodesk.com/support/ ... F-htm.html
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