Hi guys
just trying to understand the motion blur workflow.
If I want to have motion blur rendered (inc. vector motion blur pass) in octane
- turn on motion blur in modo camera
- octane settings ...turn on use modo render cache
- octane animation ... turn on camera motion blur and object motion blur
- is it important to have "Reload Mesh Each Frame" turned on?
In any case (whether objects that are transforming/rotating/scaling OR deforming) octane has to import the entire scene for rendering. Is that a normal behavior ?
In my case the scene I am working on is rather heavy (3000 objects...with dynamic caches). When I start the octane render viewport, octane immediately starts importing the scene (which can take 10 min in my case).
once the scene is imported and I start "render animation", octane starts importing the scene again. Which is strange ...
So I decided...
Next time I wanted to start a render, I hit the octane render viewport ...it started importing the scene...so I decided to cancel the importing, knowing that it will import the scene again once I hit "render animation".
Is there are reason why octane needs to import the scene again before starting the render?
I saw similar issues with deforming objects , the modo motion blur looks different to the octane motion blur.
I am using modo 14 and it looks like Foundry has not updated the render cache vector motion bug.
Is octane preferring Mdd or Alembic for geo caches? We are using ACS 2 (character rig) is that something that octane would have a problem with? Meaning is it better to cache the geo (mdd or alembic) or can we use the ACS deformed character?
Thanks a lot
Andras Kavalecz
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