Hi,
I have set up an animated spinning wheel in modo an exported the scene into Octane. When I render it there the wheels shrink in diameter. The more I set the motion blur, the more they shrink. Any suggestions for a work around?
Thanks!
scoro
Win 10 pro 64 - i9-9900X - 128gb - 3x RTX 2080ti
Animated spinning wheels?
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Sorry, not a Modo user, but in c4doctane this is happening if the pivot point of the rotating/nulls objects are not in the correct place, and/or if the hierarchy structure of the animated object is not correctly nested.
Hope it helps,
ciao Beppe
Hope it helps,
ciao Beppe
That's very strange because motion blur is an optical effect and it should not depend on the object hierarchy in the scene. Why should you think about the position of the pivot points if the final result is a wheel spinning as you expect?
RTX 4090 | Ryzen 9 7950X3D | 64GB | Win 11 23H2
That's exactly what I'm talking about. No matter how you build your scene if this is the best way for you to build it — do it. But Octane should not depend on the scene structure while generating the motion blur. I cannot call it a bug, but at least, it's a big usability issue.
Here is a real world example.
Everybody knows that if you want to avoid motion blur on the fast moving object while camera moves with it, then you should attach camera to that object.
Now let's imagine that we want camera to approach a moving object, then travel some time next to it, and then focus on something else. This is how it will look in a 3D editor:

And here is how it looks in the render: the flying object is blurred all the time, and the guys are not at all.
This is the case which I couldn't solve with Octane. There is just no option to render this properly. I also noticed that in simple test scenes Thin Lens camera will render it properly. But if the scene gets more complicated — the higher chance that there will be mistakes in the render. But the Universal camera always renders wrong motion blur.
Here is a real world example.
Everybody knows that if you want to avoid motion blur on the fast moving object while camera moves with it, then you should attach camera to that object.
Now let's imagine that we want camera to approach a moving object, then travel some time next to it, and then focus on something else. This is how it will look in a 3D editor:

And here is how it looks in the render: the flying object is blurred all the time, and the guys are not at all.
This is the case which I couldn't solve with Octane. There is just no option to render this properly. I also noticed that in simple test scenes Thin Lens camera will render it properly. But if the scene gets more complicated — the higher chance that there will be mistakes in the render. But the Universal camera always renders wrong motion blur.
- Attachments
-
- traveling-cam.mp4
- Final Render
- (3.97 MiB) Downloaded 2512 times
RTX 4090 | Ryzen 9 7950X3D | 64GB | Win 11 23H2
Thanks for the ideas. Everything in my scene is fixed and the only thing animated are the spinning wheels. I know the pivot is correct as it renders correctly in modo and the wheels are shrinking here in Octane around the correct centers. Maybe I can try a simpler locator grouping in modo before export to Octane.