Hey Guys,
with the Render Pass 'Ambient Occlusion' activated, it is not being factored into the Motion Blur calculations, i.e, no motion blur on the AO pass.
This was not the case with Octane for Modo 2.24 - 2.25 (the AO pass included MBlur).
Can somebody please confirm this?
Paul, if there is an issue, is there any way you can please sort out a fix for this ASAP.
I should mention that every other 'Pass' type that is activated, has Motion blur in the final render.
I have not looked through all of the pass types to see if there are any others that are not calculating MBlur.
Cheers,
Toby
Ambient Occlusion no Motion Blur - 3.0.4
Moderator: face_off
Hi Toby - Otoy are aware of the issue and expect to have a fix in place in the next Octane 3 alpha release. Suggest you can but to the STABLE release of this plugin if you need motion blur on the ambient occlusion pass until then.
Paul
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
You have to enable the option "distributed ray-tracing" in the render passes node.batesey wrote:Hey Guys,
with the Render Pass 'Ambient Occlusion' activated, it is not being factored into the Motion Blur calculations, i.e, no motion blur on the AO pass.
This was not the case with Octane for Modo 2.24 - 2.25 (the AO pass included MBlur).
Can somebody please confirm this?
Paul, if there is an issue, is there any way you can please sort out a fix for this ASAP.
I should mention that every other 'Pass' type that is activated, has Motion blur in the final render.
I have not looked through all of the pass types to see if there are any others that are not calculating MBlur.
Cheers,
Toby
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Abstrax to the rescue,abstrax wrote:You have to enable the option "distributed ray-tracing" in the render passes node.
THANKS! Works perfectly...although I don't really remember having to enable that switch when I was testing various scenes in 2.25.
Non the less, thanks again for your input and clarification, I can continue to use 3.0.4.
Cheers,
Toby