Re: OctaneRender® for Maya® 2.10 - 5.0 Win [CURRENT]
Posted: Sun Oct 05, 2014 7:20 pm
One reason for including motion blur over multiple frames is to create motion trails, from car headlights etc.
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The main difference is you have no render-reject error in your 120 frames sequence, you just get 119 motion-blurred frames. Which is absolutely logical, as in the case of motion blur enabled - the semantics of "frame" changes from "point in time" to "continuous time-frame" which means you have only ONE "continuous time-frame" between your given two points in time animation. This case does not need to throw any "reject-render" errors, as it is "up to user" to know about that. Moreover, I'll just cut the last frame in next versions to not get silly questions "why is it not motion-blurred?".TBFX wrote:Yes exactly. If you only have 2 frames of animation you only get one frame of motion blur, so you effectively have a 1 frame usable shot. So if I want a shot that is 2 frames long I need to animate 3 frames, which is exactly what I mentioned above. It is always up to the user/animator to know how many pre/post frames they need over and above the length of the shot to ensure they have correct motion blur on the first and last frames of the shot. (pre frames may be needed if the shutter is centered or before the frame or is greater than 360 degrees)
If you currently take the 120 frame animation scene I uploaded earlier you will not get any MB when rendering frame 120. To get that I would need to extend the animation an extra frame (or half frame, or 10 frames depending on how much blur was specified and where it was centered)
But all I really want is internal MB that works over up to one frame that can be centered, you asked the question about having blur over more than one frame and all I said was I don't see any reason not to allow it, and I still don't, even if I will probably never use it I try not to assume nobody would. It was just an opinion.
T.