Ambient Occlusion no Motion Blur - 3.0.4

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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batesey
Licensed Customer
Posts: 20
Joined: Wed Jan 27, 2016 8:35 am

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
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face_off
Octane Plugin Developer
Posts: 15699
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

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
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
batesey
Licensed Customer
Posts: 20
Joined: Wed Jan 27, 2016 8:35 am

Paul,

Thanks again for the reply and thanks for confirming the issue.

Cheers,

Toby
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abstrax
OctaneRender Team
Posts: 5508
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

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
You have to enable the option "distributed ray-tracing" in the render passes node.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
batesey
Licensed Customer
Posts: 20
Joined: Wed Jan 27, 2016 8:35 am

abstrax wrote:You have to enable the option "distributed ray-tracing" in the render passes node.
Abstrax to the rescue,

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
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