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Re: Lego Car Animation rendered with OctaneRender for 3ds max(R)

Posted: Sat Nov 05, 2011 7:59 am
by PeterCGS
Refracty wrote: The motionblur could be easily applied in post with a motion vector pass.
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What are you talking about!?! Of course be able to render motionblur is one of the most important factors for any 3D render in order to be successful for any kind of commercial/feature work. Why you think Arnold is so loved? It crunch out motionblur like none other ;)

As long as you have opaque, large objects without any kind of DOF (DOF in post) your fine with doing MB afterwards.. But as soon as your doing transparent objects, small thin objects, extreme DOF.. Well then you can sit and stare at your motion vector pass as much as you want hehe.. Give us Mooootionblur!

Re: Lego Car Animation rendered with OctaneRender for 3ds max(R)

Posted: Sat Nov 05, 2011 8:10 am
by face
PeterCGS wrote: What are you talking about!?! Of course be able to render motionblur is one of the most important factors for any 3D render in order to be successful for any kind of commercial/feature work. Why you think Arnold is so loved? It crunch out motionblur like none other ;)

As long as you have opaque, large objects without any kind of DOF (DOF in post) your fine with doing MB afterwards.. But as soon as your doing transparent objects, small thin objects, extreme DOF.. Well then you can sit and stare at your motion vector pass as much as you want hehe.. Give us Mooootionblur!
I think, at first the other plugins must have the same status as this one, then you can add new functions.
It is a lot of work to integrate this into eg. Softimage because there are some heavy problems ;)

face

Re: Lego Car Animation rendered with OctaneRender for 3ds max(R)

Posted: Sat Nov 05, 2011 8:24 am
by Refracty
PeterCGS wrote:What are you talking about!?! Of course be able to render motionblur is one of the most important factors for any 3D render in order to be successful for any kind of commercial/feature work.
I made the experience that 90 percent of the tasks involving motion blur can be solved faster and more flexible with motion blur vector passes but for sure to have this feature within Octane is useful for the rest 10 percent.

Re: Lego Car Animation rendered with OctaneRender for 3ds max(R)

Posted: Sat Nov 05, 2011 9:57 am
by Daniel
Very nice! I hope Blender won't be ignored by the community using Cycles as an excuse not to develop an OR plugin.

Re: Lego Car Animation rendered with OctaneRender for 3ds max(R)

Posted: Sat Nov 05, 2011 10:24 am
by PeterCGS
face wrote:
PeterCGS wrote: I think, at first the other plugins must have the same status as this one, then you can add new functions.
It is a lot of work to integrate this into eg. Softimage because there are some heavy problems ;)

face
Haha, well I was only joking about the missing motion blur ;) No pressure.. I trust you solve the Softimage integration :lol: It will be sooo awesome.. ICE and Octane = luv! haha

Re: Lego Car Animation rendered with OctaneRender for 3ds max(R)

Posted: Sat Nov 05, 2011 10:28 am
by PeterCGS
Refracty wrote:
PeterCGS wrote:What are you talking about!?! Of course be able to render motionblur is one of the most important factors for any 3D render in order to be successful for any kind of commercial/feature work.
I made the experience that 90 percent of the tasks involving motion blur can be solved faster and more flexible with motion blur vector passes but for sure to have this feature within Octane is useful for the rest 10 percent.
Well, thats just why motionblur for Octane is so interesting. It will change the workflow completely.. Before I never ever ever rendered with DOF, because the time penalty was to heavy... Now I crunch out just beautiful extreme DOF frames in 10 seconds.. I cant barely measure the difference between heavy DOF and non DOF in Octane, the diffference is neglible.. So Im pretty sure this will turn around your 90/10 to a 0/100 ;)

Re: Lego Car Animation rendered with OctaneRender for 3ds max(R)

Posted: Sat Nov 05, 2011 10:58 am
by Shaolee
I can do nothing but agree with PeterCGS. Motion blur is something that is used in every single animation. Doing it in comp is most of the time not possible, because of lots of reasons, transparent objects etc. Having the three "realtime GI, motion blur and depth of field" is what will make Octane something a lot of people will want to use! Don't get me wrong doing what Octane does right now is awesome. But to really be a great tool I think motion blur is key. Everything that moves should have motion blur. Theres is pretty much no tweaking needed only amount and being able to shift it backwards and forwards. So the point in doing it in comp feels pretty old. Its just a workaround.

Only someone doing mainly stills would argue that motion blur is best done in comp.

Passes would be be nice. I also think deep images would be great. Since all major compositing softwares are starting to incorporate tools for working with deep images that should be the way to go for Octane as well.

Re: Lego Car Animation rendered with OctaneRender for 3ds max(R)

Posted: Sat Nov 05, 2011 11:07 am
by t_3
Shaolee wrote:Everything that moves should have motion blur.
i'm pretty happy, that my car is not getting blurred if it moves around fast :lol:
scnr...

Re: Lego Car Animation rendered with OctaneRender for 3ds max(R)

Posted: Sat Nov 05, 2011 12:06 pm
by Daniel
Well, considering OR already has motion blur for turntable animations...

Re: Lego Car Animation rendered with OctaneRender for 3ds max(R)

Posted: Sat Nov 05, 2011 12:12 pm
by cglittenberg
Please...Please...Please!!!!!!! say that you are also going to be making a plugin for C4D!!!!!!! I will buy it immediatly....regardless of cost!!!