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Managed to get good vertex motionblur, but two bugs appear

Posted: Sun Sep 20, 2015 11:45 am
by Norman_Stansfield
To: JimStar
I've managed to get vertex motion blur on fluid mesh with changing topology and vertices number per frame. Particles from realflow are meshed with frost and then rendered with motion blur on in octane. Which is great.
BUT:
Two bugs appeared:

1. If you set motion blur above 0,5 then there are strange values for velocities on random vertices (messy blur every 2nd frame). It has something with particle ID and motion vectors, I presume. You have to keep mb value below 0.5 and then it renders fine. But if it gives you too weak mb to be seen, I used krakatoa channel to artificially upscale velocity magnitude sent to frost mesh (and to octane mb at the end). Then it renders fine. But not everybody wants or can do that.

2. You cant render motion blur with motion vectors enabled as additional render element. Its either this or that. If you want straight motion blur on render, you cant have render pass. If you want mv render pass, then moblur on beauty pass won't render.

Please fix this in uncoming versions.
all the best.