Losing it, forget last comment...sjonsjine wrote:Hmm when the 'blok' is rotated horizontal it goes wrong, when its vertical its okay....I just discovered...why?sjonsjine wrote:Hi Juan, I have attached a similar simple scene, here the motion blur is in front of the moving cube instead of after the moving cube.juanjgon wrote:Sorry, I'm not sure to understand you. Can you please share the scene to take a look at it?
Thanks,
-Juanjo
Thanks!
Freddy
Motion blur settings
Moderator: juanjgon
Hi Juan, please check my file, thanks!!sjonsjine wrote:Hi Juan, I have attached a similar simple scene, here the motion blur is in front of the moving cube instead of after the moving cube.juanjgon wrote:Sorry, I'm not sure to understand you. Can you please share the scene to take a look at it?
Thanks,
-Juanjo
Thanks!
Freddy
Freddy
Hi,
Sorry, I was checking it just now. Well, first don't try to render with Octane a blur length greater than 100%, sometimes it might look like it works with deformations or instances, but probably the final render is not going to match the viewports or the LW native renderer.
And another problem, please leave always the LW camera motion blur passes as 1, because for example, the instances motion blur is computed by the LW SDK taking this parameter into account, so the final motion blur in Octane is going to be shorter with more motion blur passes (probably this is why you are trying to get longer motion blur trails using a 1000% blur length)
Also, if you need to match the LW motion blur with the Octane motion blur starting point, adjusting the LW camera shutter open parameter could be needed.
Hope it helps,
-Juanjo
Sorry, I was checking it just now. Well, first don't try to render with Octane a blur length greater than 100%, sometimes it might look like it works with deformations or instances, but probably the final render is not going to match the viewports or the LW native renderer.
And another problem, please leave always the LW camera motion blur passes as 1, because for example, the instances motion blur is computed by the LW SDK taking this parameter into account, so the final motion blur in Octane is going to be shorter with more motion blur passes (probably this is why you are trying to get longer motion blur trails using a 1000% blur length)
Also, if you need to match the LW motion blur with the Octane motion blur starting point, adjusting the LW camera shutter open parameter could be needed.
Hope it helps,
-Juanjo
Thank you, will check it out!juanjgon wrote:Hi,
Sorry, I was checking it just now. Well, first don't try to render with Octane a blur length greater than 100%, sometimes it might look like it works with deformations or instances, but probably the final render is not going to match the viewports or the LW native renderer.
And another problem, please leave always the LW camera motion blur passes as 1, because for example, the instances motion blur is computed by the LW SDK taking this parameter into account, so the final motion blur in Octane is going to be shorter with more motion blur passes (probably this is why you are trying to get longer motion blur trails using a 1000% blur length)
Also, if you need to match the LW motion blur with the Octane motion blur starting point, adjusting the LW camera shutter open parameter could be needed.
Hope it helps,
-Juanjo
Freddy
- scooternva
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Hi Juanjo,
I resurrected this thread because I am trying to diagnose why motion blur is not tracking correctly in one of my scenes, and was wondering whether this advice from last year still holds true for OctaneRender 2019.1.4 and LightWave 2019.0.3:
In my scene, I have what are essentially headlights that I'm trying to smear to produce an effect like you'd see when filming cars on a freeway at night with a long shutter exposure (white streaks of light for the headlights, red streaks for the taillights). The problem I was running into when assembling the rendered frames in Adobe After Effects was "gaps" between each headlight streak because the vehicle was moving so fast that a blur less than 100% didn't close the gap between blurred headlight trails. To solve this issue I set motion blur to 200% to get nice long continuous streaks when the frames were assembled in AE, but now it looks like Octane is rendering the motion-blurred headlight streaks in front of the actual headlight emitters, when they should be trailing the headlights. Is this due to setting MB > 100%, or is this something else (e.g., the "Shutter Open" setting, which is currently set to 0%)?
This also caught my eye:
Thanks!
I resurrected this thread because I am trying to diagnose why motion blur is not tracking correctly in one of my scenes, and was wondering whether this advice from last year still holds true for OctaneRender 2019.1.4 and LightWave 2019.0.3:
juanjgon wrote:Well, first don't try to render with Octane a blur length greater than 100%, sometimes it might look like it works with deformations or instances, but probably the final render is not going to match the viewports or the LW native renderer.
In my scene, I have what are essentially headlights that I'm trying to smear to produce an effect like you'd see when filming cars on a freeway at night with a long shutter exposure (white streaks of light for the headlights, red streaks for the taillights). The problem I was running into when assembling the rendered frames in Adobe After Effects was "gaps" between each headlight streak because the vehicle was moving so fast that a blur less than 100% didn't close the gap between blurred headlight trails. To solve this issue I set motion blur to 200% to get nice long continuous streaks when the frames were assembled in AE, but now it looks like Octane is rendering the motion-blurred headlight streaks in front of the actual headlight emitters, when they should be trailing the headlights. Is this due to setting MB > 100%, or is this something else (e.g., the "Shutter Open" setting, which is currently set to 0%)?
This also caught my eye:
Forum user sjonsjine was using an earlier version of LightWave last year, because I don't see a "Motion Blur Passes" setting in LightWave 2019. I do see a "Subframes" setting... is that the same thing? And more importantly, does the same advice apply (i.e., should Subframes always be set to 1)?juanjgon wrote:...please leave always the LW camera motion blur passes as 1, because for example, the instances motion blur is computed by the LW SDK taking this parameter into account, so the final motion blur in Octane is going to be shorter with more motion blur passes...
Thanks!
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