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Ambient Occlusion no Motion Blur - 3.0.4

Posted: Tue Feb 02, 2016 9:42 am
by batesey
Hey Guys,

with the Render Pass 'Ambient Occlusion' activated, it is not being factored into the Motion Blur calculations, i.e, no motion blur on the AO pass.
This was not the case with Octane for Modo 2.24 - 2.25 (the AO pass included MBlur).

Can somebody please confirm this?

Paul, if there is an issue, is there any way you can please sort out a fix for this ASAP.

I should mention that every other 'Pass' type that is activated, has Motion blur in the final render.
I have not looked through all of the pass types to see if there are any others that are not calculating MBlur.

Cheers,
Toby

Re: Ambient Occlusion no Motion Blur - 3.0.4

Posted: Tue Feb 02, 2016 11:51 am
by face_off
Hi Toby - Otoy are aware of the issue and expect to have a fix in place in the next Octane 3 alpha release. Suggest you can but to the STABLE release of this plugin if you need motion blur on the ambient occlusion pass until then.

Paul

Re: Ambient Occlusion no Motion Blur - 3.0.4

Posted: Tue Feb 02, 2016 12:59 pm
by batesey
Paul,

Thanks again for the reply and thanks for confirming the issue.

Cheers,

Toby

Re: Ambient Occlusion no Motion Blur - 3.0.4

Posted: Tue Feb 02, 2016 7:53 pm
by abstrax
batesey wrote:Hey Guys,

with the Render Pass 'Ambient Occlusion' activated, it is not being factored into the Motion Blur calculations, i.e, no motion blur on the AO pass.
This was not the case with Octane for Modo 2.24 - 2.25 (the AO pass included MBlur).

Can somebody please confirm this?

Paul, if there is an issue, is there any way you can please sort out a fix for this ASAP.

I should mention that every other 'Pass' type that is activated, has Motion blur in the final render.
I have not looked through all of the pass types to see if there are any others that are not calculating MBlur.

Cheers,
Toby
You have to enable the option "distributed ray-tracing" in the render passes node.

Re: Ambient Occlusion no Motion Blur - 3.0.4

Posted: Wed Feb 03, 2016 7:41 am
by batesey
abstrax wrote:You have to enable the option "distributed ray-tracing" in the render passes node.
Abstrax to the rescue,

THANKS! Works perfectly...although I don't really remember having to enable that switch when I was testing various scenes in 2.25.
Non the less, thanks again for your input and clarification, I can continue to use 3.0.4.

Cheers,
Toby