X-particles motion blur still broken
Posted: Sat Mar 06, 2021 11:08 am
Hey Aoktar
I and others have mentioned significant issues with x-particles integration. Are the motion blur issues going to be fixed in Octane with X-particles? We cannot use octane anymore as a result of this basic integration that Redshift and Cycles simply do not have an issue with.
A simple particle emitter with a vertex speed motion blur tag crashes c4d in many scenarios. I turn off motion blur and it renders fine. There was also the issue of certain scenes multiplying in render time with motion blur turned on at a certain frame threshold - I understand this may have been fixed or improved?
It makes octane very unusable for a ton of people that need basic particle, fluid, liquid water sim, etc
Any incite is much appreciated as I am very close to jumping ship as are people in my department.
Thanks
-Steven
I and others have mentioned significant issues with x-particles integration. Are the motion blur issues going to be fixed in Octane with X-particles? We cannot use octane anymore as a result of this basic integration that Redshift and Cycles simply do not have an issue with.
A simple particle emitter with a vertex speed motion blur tag crashes c4d in many scenarios. I turn off motion blur and it renders fine. There was also the issue of certain scenes multiplying in render time with motion blur turned on at a certain frame threshold - I understand this may have been fixed or improved?
It makes octane very unusable for a ton of people that need basic particle, fluid, liquid water sim, etc
Any incite is much appreciated as I am very close to jumping ship as are people in my department.
Thanks
-Steven