hello aoktar.
i have two issues with vertex motion blur.
1: when rendeing with vertex motion blur, strange artifacts show in the texture. see following gif.
(gif switching images between render with and without motion blur)
2: when rendering with vertex motion blur, my dynamic soft body animation offsets over time so that i receive completely different results at i.e. frame 175.
(gif switching images between hardware viewport render and renders with and without motion blur)
Version 3.03.3-R1 (11.08.2016)
Moderators: ChrisHekman, aoktar
the upper gif with the hardware preview also shos the problem with the matrial preview not showing in hardware render...momade wrote:Hey Aoktar.
This is getting better and better. Thanks!
Here my question: When rendering a Hardware preview of my animation, it does not show the openGL textures as seen in the ViewPort. Any idea whats going on?
Best regards.
Moritz
Hardware renderer doesn't support octane.momade wrote:the upper gif with the hardware preview also shos the problem with the matrial preview not showing in hardware render...momade wrote:Hey Aoktar.
This is getting better and better. Thanks!
Here my question: When rendering a Hardware preview of my animation, it does not show the openGL textures as seen in the ViewPort. Any idea whats going on?
Best regards.
Moritz
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I can't understand the issue. But we don't support motion blur for non-constant vertex counts. Also we don't support motion blur for texture animations.momade wrote:hello aoktar.
i have two issues with vertex motion blur.
1: when rendeing with vertex motion blur, strange artifacts show in the texture. see following gif.
(gif switching images between render with and without motion blur) 2: when rendering with vertex motion blur, my dynamic soft body animation offsets over time so that i receive completely different results at i.e. frame 175.
(gif switching images between hardware viewport render and renders with and without motion blur)
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
aoktar wrote:I can't understand the issue. But we don't support motion blur for non-constant vertex counts. Also we don't support motion blur for texture animations.momade wrote:hello aoktar.
i have two issues with vertex motion blur.
1: when rendeing with vertex motion blur, strange artifacts show in the texture. see following gif.
(gif switching images between render with and without motion blur) 2: when rendering with vertex motion blur, my dynamic soft body animation offsets over time so that i receive completely different results at i.e. frame 175.
(gif switching images between hardware viewport render and renders with and without motion blur)
hi aoktar. thanks for the quick reply.
My Vertex Count is constant and i am not using texture animation.
Both problems where solved, after baking the dynamic animation.
Yet on the fly vertex motion blur creats shading artifacts and generates diverging dynamic simulation results.
Due used system and c4d behaviour so you should cache dynamics to avoid unexpected results. Btw i'm not still sure what you mean with artefacts? Some shift on texture with moblur? You can put this scene to check faster. I don't think there is somethings to do. But tt least i can check and explain why happens.momade wrote: My Vertex Count is constant and i am not using texture animation.
Both problems where solved, after baking the dynamic animation.
Yet on the fly vertex motion blur creats shading artifacts and generates diverging dynamic simulation results.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
aoktar wrote:Due used system and c4d behaviour so you should cache dynamics to avoid unexpected results. Btw i'm not still sure what you mean with artefacts? Some shift on texture with moblur? You can put this scene to check faster. I don't think there is somethings to do. But tt least i can check and explain why happens.momade wrote: My Vertex Count is constant and i am not using texture animation.
Both problems where solved, after baking the dynamic animation.
Yet on the fly vertex motion blur creats shading artifacts and generates diverging dynamic simulation results.
I pm'ed you the scene file as it is part of a project.
please let me know what you found out.
br.
mo
Hi,
I don`t know if it is limitation or bug, but exporting to Standalone as .orbx ignores all keyframes on octane materials or any other octane related object (Sun, Environment, light, etc.).
Also, when using Plain Effector to drive Mograph Color shader via effectors falloff, everything works well in Cinema, but when I export that to Standalone animation is gone.
Image sequences are also broken for me. Once more, works super neat in Cinema, but when I export to Standalone only first frame (image) is counted.
For some of this problems I could maybe animate some values in Standalone (light power, north offset, etc.) but I really could not find how to do that.
I know that you are "only" C4D plugin developer, and I can`t thank you enough for your super awesome work, but if you have some advices for the problems above I would really aprettiate that.
Thanks, Alen.
I don`t know if it is limitation or bug, but exporting to Standalone as .orbx ignores all keyframes on octane materials or any other octane related object (Sun, Environment, light, etc.).
Also, when using Plain Effector to drive Mograph Color shader via effectors falloff, everything works well in Cinema, but when I export that to Standalone animation is gone.
Image sequences are also broken for me. Once more, works super neat in Cinema, but when I export to Standalone only first frame (image) is counted.
For some of this problems I could maybe animate some values in Standalone (light power, north offset, etc.) but I really could not find how to do that.
I know that you are "only" C4D plugin developer, and I can`t thank you enough for your super awesome work, but if you have some advices for the problems above I would really aprettiate that.
Thanks, Alen.
Not broken because It doesn't support yet some animation parameters. Like materials or daylight/texture environment as you said. We'll be working on for incoming days. Thanks!mixmaster wrote:Hi,
I don`t know if it is limitation or bug, but exporting to Standalone as .orbx ignores all keyframes on octane materials or any other octane related object (Sun, Environment, light, etc.).
Also, when using Plain Effector to drive Mograph Color shader via effectors falloff, everything works well in Cinema, but when I export that to Standalone animation is gone.
Image sequences are also broken for me. Once more, works super neat in Cinema, but when I export to Standalone only first frame (image) is counted.
For some of this problems I could maybe animate some values in Standalone (light power, north offset, etc.) but I really could not find how to do that.
I know that you are "only" C4D plugin developer, and I can`t thank you enough for your super awesome work, but if you have some advices for the problems above I would really aprettiate that.
Thanks, Alen.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Thanks for the great work AOktar. I don't know if anybody has reported this before, but here goes: When using the "Stage" for multiple cameras with motion blur enabled, the motion blur goes nuts when the camera changes from one camera to another. It is usually 2 frames between the camera change that are with messed up motion blur.
Workstation: Watercooled 4x GTX 780, 1500W Corsair AX1500i PSU, 4930K, 32 GB RAM, SSD and Cinema4D.
Render slave: 4X GTX 780 Asus Strix 6GB, 1200W Corsair AX1200i PSU
Render slave: 4X GTX 780 Asus Strix 6GB, 1200W Corsair AX1200i PSU