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Botion blur bug

PostPosted: Mon May 15, 2017 7:03 am
by dawe
Hello
there is a bug on vertex motion blur together with a moving camera. not always vissible but on some objekts it occurs.

I´v found a fix for it that is maybe not that convinient in all situations but for now it works and saves our project.

Fix: to place a world space modifier on top of everything ie a point cache WSM. you don´t have to cache it just place it on top and it will fix the incorrect bluing on the object.
I post a file for you t view

Octane version: OctaneRender_for_3ds_Max_3.05.3_-_4.30 ( But I belive it´s the same in all later versions. )

Best
Daniel

Re: Botion blur bug

PostPosted: Mon May 15, 2017 7:50 am
by paride4331
Hi dawe,
Thanks for your report, I think it is a fixed issue in SDK 3.06 (stable)
> "Fixed the motion vector pass, which did not make the viewport transformation correctly for the perspectives of the camera.
The values of the motion vector pass are now the motion vector in pixels and not the motion vector relative to the screen width.
Use the output directly in Fusion, without having to guess the scale.
You still have to set the vector blur scale to 2 for some reason, but with a scale factor of 2 you always get the same amount of motion in Fusion As you would get with rendered motion blur.
"
https://render.otoy.com/forum/viewtopic.php?f=24&t=60772&p=310910&hilit=instances+issue#p310910
Regards
Paride

Re: Botion blur bug

PostPosted: Mon May 15, 2017 8:49 am
by dawe
Hi we tried the test as well as the latest version with the same result. Not sure if it´s the same thing in Underlying method but the text you refer to is about motion vectors and implementations in Fusion. I´m talking about vertex motion blur in octane render not a motion vector pass. see the attached file

Best
//D

Re: Botion blur bug

PostPosted: Mon May 15, 2017 10:56 am
by paride4331
Hi dawe,
I think it might depend on the OctaneRender viewport preview.
I did not find the issue, I did a test with vertex motion blur and 0.8 duration, without your fix, it would seem to work.
I attached it.
Let me hear from you about.
Regards
Paride

Re: Botion blur bug

PostPosted: Mon May 15, 2017 4:08 pm
by dawe
Ok sorry, I may be wrong about the other versions.
Thanks we try it out tomorrow

//Daniel

Re: Botion blur bug

PostPosted: Wed Jun 14, 2017 9:08 am
by dawe
Hi again.

I have to report that the motion blur bug persists in some situations all together with a CAT-rig I Can not give you a file as I´m not on octane 3, only 2 here. but this was a big problem as we didn´t know when it would show up. the fix was to drop a wsm modifier on top.

//Daniel

Re: Botion blur bug

PostPosted: Thu Jun 15, 2017 7:43 am
by paride4331
Hi dawe,
In some situations, there seems to be a false motion blur active or as a double motion blur added. I'll send your issue to developers.
Regards
Paride