Hi Radiance,
So I read the new beta1.2.1 release manual,
and it explains the motion blur is calculated through
camera's movement information in 2 frames, hence two sets of parameters.
That means if the object/ geometries moves while the camera remains stationary,
then there's no motion blur?
Thanks
Motion Blur without camera moving?
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[gk], thanks for the response. Do you think with post process like smartblur, it is acchievable with long streak exposure effect? For instance, filmming a dancer under spotlight, if the camera has shutter wide open, or long shutter speed, then we can capture long, curvy, streaky blurrs....or say, like those light painting photography....that is the effect i want to simulate. Do you think smartblur or any post-processing app could siumlate that?
Thanks.
Thanks.
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
For that use a medium sized mblur in your post app.
Im using 3dsmax as host app, and I can hook an omni to a source point, export the omni in 3d space to After effects as spawner, using Trapcode particular to drive the streaks ( ipod nano stuff ) but you can tweak the particles to your needs.
Load the omni from 3dsmax to 3d space in after effects and additive blend with the pass from octane.
done.
ofcoure this involoves sync of camera and motion from your host app to octane so you dont get drifting.
Im using 3dsmax as host app, and I can hook an omni to a source point, export the omni in 3d space to After effects as spawner, using Trapcode particular to drive the streaks ( ipod nano stuff ) but you can tweak the particles to your needs.
Load the omni from 3dsmax to 3d space in after effects and additive blend with the pass from octane.
done.
ofcoure this involoves sync of camera and motion from your host app to octane so you dont get drifting.
Amiga 1000 with 2mb memory card
[gk], appreciate ur informative comment...but it sounds like Martian's manualscript of how to drive a flying saucer. Let me try to understand...my host app is maya.
omni...you mean omni particle emmiter with streaky particles?
More accurately speaking, the dancer example is more accurate of the scenarios i am to re create...if to use particle to emit particle, and to simulate enough particle, and each inherit the color from the dancer? E.g. Color and volecity of the skin, skin highlight, the color of the robe,etc?
And then render out those and comp those woth octane's rendered image in AE, while makinng sure the camera matches?
If i understand it correctly...it seems a dynamic TD guru task! Or actually you meant something totally different?
Or...if i render out velocity map and comp???
Btw, I saw your tut demonstarting how to sync camera wit max, which is pretty cool... I just couldn't find target's vector attributes in maya.... In maya the target is only a single float attri. Maya's camera has tranformation + rotation values instead.
Assuming you might happen to know how to handle maya's camera as well.
omni...you mean omni particle emmiter with streaky particles?
More accurately speaking, the dancer example is more accurate of the scenarios i am to re create...if to use particle to emit particle, and to simulate enough particle, and each inherit the color from the dancer? E.g. Color and volecity of the skin, skin highlight, the color of the robe,etc?
And then render out those and comp those woth octane's rendered image in AE, while makinng sure the camera matches?
If i understand it correctly...it seems a dynamic TD guru task! Or actually you meant something totally different?
Or...if i render out velocity map and comp???
Btw, I saw your tut demonstarting how to sync camera wit max, which is pretty cool... I just couldn't find target's vector attributes in maya.... In maya the target is only a single float attri. Maya's camera has tranformation + rotation values instead.
Assuming you might happen to know how to handle maya's camera as well.
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480