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Cannot render motion blur using particles
Posted: Tue Oct 28, 2014 3:19 pm
by wastzzz
Hi,
I have been trying for hours to get a motion blur effect on some simple particles using 3dsmax PFlow.
I cannot achieve the result on particles, while it works on a simple sphere that I animated by hand.
Any suggestion to do it?
Max.
Re: Cannot render motion blur using particles
Posted: Wed Oct 29, 2014 12:58 pm
by wastzzz
Noone else is having this issue?
M.
Re: Cannot render motion blur using particles
Posted: Wed Oct 29, 2014 2:53 pm
by Goldisart
I have found that option - blur only works after the death of particles
.....through instance shape blur works
Re: Cannot render motion blur using particles
Posted: Wed Oct 29, 2014 3:08 pm
by MistAjuliax
Hi,
I already sent a scene to Karba last week to notify him that there is a motion blur bug my post is here (
http://render.otoy.com/forum/viewtopic.php?f=80&t=42985 ) Render viewport constantly refresh when motion blur is set to object MB, and when it's set to vertex MB, it appears only when particles birth is finished.
No response at the moment, but he knows.
Regards.
Re: Cannot render motion blur using particles
Posted: Wed Oct 29, 2014 3:25 pm
by wastzzz
Guess we have to wait for a fix then.
Can't live without mblur on particles, you know :p
M.
Re: Cannot render motion blur using particles
Posted: Wed Oct 29, 2014 6:32 pm
by nagboy
Particles will always be a problem and i dont think its going to be solved any time soon. Think of it as each vertex will have a vertex number that octane assigns, when geometry is killed or created in the particle system vertices are added and removed. This process profoundly confuse any renders ability to track the geometry moving through time. Its incredible difficult to do. Right now the only way to render these sequences correctly is by using the multipass renderer with the max camera. Its depending on how heavy your scene is its painstakingly slow. 3DStudio has to set up the scene 25/30 times for each frame. The heavier the scene the less time is spent proportionally setting up again and again compared to actual render time. I wish octane would enable final sequence rendering through their frame buffer because this is blisteringly fast compared to the setup time for the max framebuffer. When you scrub through an animation its not difficult to imagine how fast a multipass effect type of rendering would go in the octane framebuffer. If you are in desperate need to render your particles with MB just set the samples per frame to 1/25 (or 1/30) of your intended final rendering samples and churn away. So for example if you want your final frame to have 2500 samples, set samples to 100 and 25 passes (for 25fps). The only time you will lose is the setup time for each pass.
Re: Cannot render motion blur using particles
Posted: Wed Oct 29, 2014 11:13 pm
by wastzzz
Thanks for this exhaustive explanation.
Max.
Re: Cannot render motion blur using particles
Posted: Fri Oct 31, 2014 3:54 am
by Karba
I have some ideas how to solve the issue. Give me a try.
Re: Cannot render motion blur using particles
Posted: Sat Nov 01, 2014 8:56 am
by wastzzz
Thank you Karba.
M.