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Motion blur on flip fluid obj sequence

Posted: Wed Aug 12, 2020 10:15 am
by electric_eric
Hi, Is there a way to get motion blur on an obj sequence in Octane for Lightwave?

I read somewhere that I should set the object to "movable proxy" or "reshapable proxy" but I can't seem to find that setting.

Any ideas?

Re: Motion blur on flip fluid obj sequence

Posted: Wed Aug 12, 2020 2:30 pm
by juanjgon
If the object has the velocity "v" attribute you can use it to compute the mesh deformations motion blur. The options to use this attribute are available in the object properties custom object plugin, in the Attributes tab. If not, your best chance is to try rendering the scene using the multi-pass motion blur feature, that you can enable in the render target root node options panel.

Hope it helps,
-Juanjo

Re: Motion blur on flip fluid obj sequence

Posted: Thu Aug 20, 2020 2:58 pm
by NemesisCGI
With object sequences, you depending on where you exported them from you need to have the velocity saved as a vertex map.
The vertex map holds the info for motion vectors. You can then use DB&W's "Vector Motion Blur" displacement node tool to read those vectors & apply them as a displacement.
This tool cheats by displacing the mesh for that frame based on the direction it's moving in.

The in Octane make sure motion blur is on for displacements & also make sure the camera is set to motion blur.

With Houdini, I'd use Oliver ODtools to export an OBJ sequence with the velocity as a vertex map since native obj export won't export them.
As for Blender, I have no idea.

Shaun.

Re: Motion blur on flip fluid obj sequence

Posted: Wed Oct 14, 2020 3:09 am
by rustyippolito
We are able to get the db&w vector displacement motionblur to happen with obj sequence from Houdini using ODTools. We are now trying the same pipeline using EffectiveTDs Storm 0.5.0. We sim in Storm, export obj sequence with v attribute and apply the db&w vector displacement in LW but it only seems to work in the lightwave native VPR, not in Octane (IPR or F10). Any ideas on what we might be missing? (We do indeed have displacement blur checked in Octane render target). We are also asking the guys at EffectiveTDs if they have any ideas:)