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Character “Bones” Completely Breaks Motion Blur

Posted: Thu Dec 09, 2021 12:20 am
by AaronWestwood
Hey All

Cant provide a project publicly, but I can provide one through DM.

On a tight deadline but the past 2 days me and my team have been trying to fix this issue with no luck (I posted this exact same message in the core forums as we believe it’s a core issue, but just thought to try here also)

We have a car rig, controlled through espresso using bones for the animation.

This seems to completely break Motion Blur. The scene works perfectly with Motion Blur off, but with MB on the car jumps all over the live viewer frame by frame and various elements like the wheels/number plate change position and sizes. This happens in PV and LV. Again, with motion blur off this isnt actually happening and all looks perfect, but when motion blur is on it the errors above come with it. Lastly, this only happens to the rig, the environment behaves as expected.

Looking at the motion vector pass and you can see octane has no idea what do do with the cars info, and the motion vector info shows its completely busted and all over the place with the cars data. No matter the motion blur setting/object tag settings I just cant find a way around this.

Is there any advice / private support to help me and my team get this issue sorted ASAP? We believe its the rigging using bones thats causing the issue with how Octane sees this, at least thats the advice we have received so far.

As a final note, the scene with motion blur renders perfectly fine in Redshift. So its an Octane issue, unfortunately.

Very much appreciated as always :)

AW

Re: Character “Bones” Completely Breaks Motion Blur

Posted: Thu Dec 09, 2021 12:38 am
by jayroth2020
Hi Aaron, you cannot judge motion results in Live Viewer. For performance reasons, Live Viewer does not iterate through the scene data like final renders do — this is required for correct motion blur rendering. You will need to render a low sample/low resolution preview to check rendered motion blur results. This is discussed in the Live Viewer documentation: https://docs.otoy.com/cinema4d/Anatomyo ... iewer.html

When using bones for skinning, you need to enable Transform/Vertex in the Octane Object tags for those objects.

Re: Character “Bones” Completely Breaks Motion Blur

Posted: Thu Dec 09, 2021 1:18 am
by AaronWestwood
jayroth2020 wrote:Hi Aaron, you cannot judge motion results in Live Viewer. It does not iterate through the scene data, which is required for correct motion blur rendering. You will need to render a low sample/low resolution preview to check rendered motion blur results. This is discussed in the Live Viewer documentation: https://docs.otoy.com/cinema4d/Anatomyo ... iewer.html

When using bones for skinning, you need to enable Transform/Vertex in the Octane Object tags for those objects.
Hey Jay thanks for the reply.

Definitely aware of the LV not being fully trusted for MB results, though the issues we are seeing is consistent across the LV, PV, render farms etc, and the issues are consistent and unchanged.

Enabling Transform/Vertex doesnt change results what so ever. We have tried having this object tag with Transform/Vertex (as well as forced updated) on a multitude of the parent nulls in the hierarchy with no changed results, is there any specific rule here with where this object tag should be applied for expected results?

Really REALLY scratching our heads (with a dose of frustration :P ) as we feel like we've tried everything.

Re: Character “Bones” Completely Breaks Motion Blur

Posted: Thu Dec 09, 2021 1:30 am
by jayroth2020
OK, then the next thing to do would be to bake that hierarchy. Cinema-specific things like cloners and so on can break render farms when pushed hard. Also, deep hierarchies can cause errors in evaluation as well (such as burying a camera under a few animated nulls.)

If you get stuck, file a ticket if you can. We keep everything confidential. Perhaps Beppe will chime in with some insight when he gets in. I will ping him to keep an eye open for this thread.

Re: Character “Bones” Completely Breaks Motion Blur

Posted: Thu Dec 09, 2021 1:35 am
by AaronWestwood
jayroth2020 wrote:OK, then the next thing to do would be to bake that hierarchy. Cinema-specific things like cloners and so on can break render farms when pushed hard. Also, deep hierarchies can cause errors in evaluation as well (such as burying a camera under a few animated nulls.)

If you get stuck, file a ticket if you can. We keep everything confidential. Perhaps Beppe will chime in with some insight when he gets in. I will ping him to keep an eye open for this thread.
Thanks again Jay, truly :)

Will file a ticket immediately as baking isn't an option right now, doing a screen share / confidential project share with someone on support would ideally be the best way forward I think.

Re: Character “Bones” Completely Breaks Motion Blur

Posted: Thu Dec 09, 2021 8:52 am
by bepeg4d
Ok, we are following you via support.
I have shared a modified scene with you, let's see if the issue is solved.

ciao,
Beppe