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OTOY's plans for motion blur in liquids
Posted: Fri Dec 11, 2015 3:50 pm
by coilbook
Hi I was told mb does not work with liquid (realflow, phoenixFD) because of changing amount of vertices every frame.
Do you think you can solve this one day or it is impossible to do? I think when big companies will use Octane 3 they would want motion blur for liquids.
Or the only solution is to render liquid mb like we render with 3ds max scanline renderer many passes to get one frame
Thank you
Re: OTOY's plans for liquid mb
Posted: Fri Dec 11, 2015 4:57 pm
by renderingz
Does this mean that also motion blur for volumetrics like smoke won't be supported in V3? From what I've seen of V3's features for animated volumetrics you have to load a different VDB mesh for every single frame, I would imagine this would cause a similar problem.
Re: OTOY's plans for liquid mb
Posted: Fri Dec 11, 2015 5:38 pm
by juanjgon
The Houdini plugin can render this kind of scenes with motion blur because the host application supports vertex velocity vectors and expose this information in the SDK. In other packages, like in LightWave, it is not easy at all, because they don't support velocity vectors, or they don't expose the vertex velocity vectors information in their SDKs.
-Juanjo
Re: OTOY's plans for liquid mb
Posted: Fri Dec 11, 2015 6:13 pm
by coilbook
juanjgon wrote:The Houdini plugin can render this kind of scenes with motion blur because the host application supports vertex motion vectors and expose this information in the SDK. In other packages, like in LightWave, it is not easy at all, because they don't support motion vectors, or they don't expose the vertex motion vectors information in their SDKs.
-Juanjo
Thank you
i hope new 3ds max 2017 will be able to do it. if we cannot have liquids, gases, flames with mb it will be a big problem. And I think over 50% octane users are max users
Can Otoy contact autodesk and ask them if they are willing to support vertex motion vectors in the future. I wonder how their iray does motion blur for liquids from realflow, etc
Re: OTOY's plans for liquid mb
Posted: Fri Dec 11, 2015 6:18 pm
by coilbook
here is iray gpu renderer in 3ds max and it support motion blur just fine
https://youtu.be/K-9HqQS_F08
Re: OTOY's plans for motion blur in liquids
Posted: Fri Dec 11, 2015 6:22 pm
by coilbook
here is a response from lucid physics in 3ds max
https://ephere.com/plugins/autodesk/max ... index.html
"Yes, that is a problem. Mesh needs to be sampled at sub-frame interval, in that case topology changes is not a problem."
Re: OTOY's plans for motion blur in liquids
Posted: Fri Dec 11, 2015 8:09 pm
by profbetis
If the host application doesn't provide vertex motion vectors, couldn't you calculate your own using the current frame's vertex positions and the next frame's?
Re: OTOY's plans for motion blur in liquids
Posted: Fri Dec 11, 2015 9:36 pm
by aoktar
profbetis wrote:If the host application doesn't provide vertex motion vectors, couldn't you calculate your own using the current frame's vertex positions and the next frame's?
It just works with constant vertex counts. Not fine for example a liquid's mesh or metaball mesh.
Re: OTOY's plans for motion blur in liquids
Posted: Fri Dec 11, 2015 9:43 pm
by coilbook
aoktar wrote:profbetis wrote:If the host application doesn't provide vertex motion vectors, couldn't you calculate your own using the current frame's vertex positions and the next frame's?
It just works with constant vertex counts. Not fine for example a liquid's mesh or metaball mesh.
how were they able to have iray have mb with liquids
Thanks
Re: OTOY's plans for motion blur in liquids
Posted: Fri Dec 11, 2015 9:52 pm
by aoktar
coilbook wrote:aoktar wrote:profbetis wrote:If the host application doesn't provide vertex motion vectors, couldn't you calculate your own using the current frame's vertex positions and the next frame's?
It just works with constant vertex counts. Not fine for example a liquid's mesh or metaball mesh.
how were they able to have iray have mb with liquids
Thanks
I don't know it but most likely by a special function which gives
velocity vectors. Because you can't follow a vertex on next frame. ID will change. Only way to do by a speed/velocity vector. Currently we have support in Octane for motion blur by speed vector. But we need to have a functionality to read this data. I don't know it on max but it's very problematic in C4D's sdk that's very limited and unproper for octane plugin's workflow.