Strange Motion Blur Sampling

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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profbetis
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I know typically people come across a problem and it's fixed by increasing that object's motion blur samples, however this is not that problem.

Firstly, this is an image from a series I'm doing about car wheels in motion. The result is spectacular and exactly what I needed (granted I had to use 128 motion blur samples).
Image

But as I started messing with the kernel's motion blur duration setting, I noticed something strange.
Image
Image

It appears as though octane is taking it's samples during the entire frame, and then just using less of them based on the duration. I think this is a shoddy way of dealing with this. I think that instead (if possible) the motion blur samples should be distributed only amongst the time needed.
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Karba
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profbetis wrote:I know typically people come across a problem and it's fixed by increasing that object's motion blur samples, however this is not that problem.

Firstly, this is an image from a series I'm doing about car wheels in motion. The result is spectacular and exactly what I needed (granted I had to use 128 motion blur samples).
Image

But as I started messing with the kernel's motion blur duration setting, I noticed something strange.
Image
Image

It appears as though octane is taking it's samples during the entire frame, and then just using less of them based on the duration. I think this is a shoddy way of dealing with this. I think that instead (if possible) the motion blur samples should be distributed only amongst the time needed.
I will check this case
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profbetis
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Thank you Karba! I know you are busy so I appreciate this. I know a majority of users may not benefit from this, but those of us pushing the renderer to its limits are! :)
GTX 1080Ti 11GB (3x), Water-cooled
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
bcravin
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Here is a quick test that I ran to show some of the issues that I'm seeing.

Attached are a few stills and a link to a short animation. I'm using Octane 2.06 and 3ds Max plugin.

The scene is simple, it is a small rectangle that is rotated at a high velocity. and then linked to a box that is moving forward is space with high velocity. I have a more complicated scene for a project that I'm working on that actually shows much worse artifacts than this. But this will give you a good idea.

As for motion blur settings: Duration .5 (180 degree film standard).
Motion blur samples: 4 (I saw no difference when going to higher sample rate)
Movable proxy: Checked
vertex motion blur: UNchecked
object motion blur: Checked

https://www.youtube.com/watch?v=LnSuleJ7bMo

Can someone at Otoy please take a looks at this? or at least respond? I've posted about this in a couple other locations with no response.

Thanks!
Attachments
MotionBlur_Test_01.0056.jpg
MotionBlur_Test_01.0059.jpg
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Karba
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bcravin wrote:Here is a quick test that I ran to show some of the issues that I'm seeing.

Attached are a few stills and a link to a short animation. I'm using Octane 2.06 and 3ds Max plugin.

The scene is simple, it is a small rectangle that is rotated at a high velocity. and then linked to a box that is moving forward is space with high velocity. I have a more complicated scene for a project that I'm working on that actually shows much worse artifacts than this. But this will give you a good idea.

As for motion blur settings: Duration .5 (180 degree film standard).
Motion blur samples: 4 (I saw no difference when going to higher sample rate)
Movable proxy: Checked
vertex motion blur: UNchecked
object motion blur: Checked

https://www.youtube.com/watch?v=LnSuleJ7bMo

Can someone at Otoy please take a looks at this? or at least respond? I've posted about this in a couple other locations with no response.

Thanks!
What is wrong with this video?
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Karba
OctaneRender Team
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Joined: Sat Jun 11, 2011 9:05 am

profbetis wrote:I know typically people come across a problem and it's fixed by increasing that object's motion blur samples, however this is not that problem.

Firstly, this is an image from a series I'm doing about car wheels in motion. The result is spectacular and exactly what I needed (granted I had to use 128 motion blur samples).
Image

But as I started messing with the kernel's motion blur duration setting, I noticed something strange.
Image
Image

It appears as though octane is taking it's samples during the entire frame, and then just using less of them based on the duration. I think this is a shoddy way of dealing with this. I think that instead (if possible) the motion blur samples should be distributed only amongst the time needed.
I am trying to reproduce the issue.
Could you send me the scene (just with this wheel)?
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bcravin
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Joined: Mon Dec 16, 2013 1:29 am
Location: Detroit
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Please refer to the still frames from the video that help show the problem
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Karba
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Joined: Sat Jun 11, 2011 9:05 am

bcravin wrote:Please refer to the still frames from the video that help show the problem
And what is the problem with them?
bcravin
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Posts: 42
Joined: Mon Dec 16, 2013 1:29 am
Location: Detroit
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If that doesn't look wrong to you, I will post some stills from my current project to better illustrate the issue I'm having. But I keep running into the same issue where object with rotation that are moving in a straight line do not have proper motion blur. They have a weird curved motion blur.

You can see it in this picture I posted a few months back as well. The object is moving in a perfect straight line. no reason for the motion blur to look like that.

http://render.otoy.com/forum/download/f ... &mode=view
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Karba
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Joined: Sat Jun 11, 2011 9:05 am

bcravin wrote:If that doesn't look wrong to you, I will post some stills from my current project to better illustrate the issue I'm having. But I keep running into the same issue where object with rotation that are moving in a straight line do not have proper motion blur. They have a weird curved motion blur.

You can see it in this picture I posted a few months back as well. The object is moving in a perfect straight line. no reason for the motion blur to look like that.

http://render.otoy.com/forum/download/f ... &mode=view
Are you expecting straight lines in motion blur of rotating objects? LOL
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