Modo Replicated Particle Sources and object Motion Blur

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

Moderator: face_off

Post Reply
Brian Resco
Posts: 4
Joined: Wed Dec 08, 2021 8:33 pm

Is there a work around that allows motion blur to render on Replicated Particle Sources that doesn't involve exporting an ORBX into the Standalone Octane yet? Thank you.
User avatar
face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

No, sorry - the Modo SDK is not providing velocities for particle sources, so at this stage exporting to ORBX is the recommended solution.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Brian Resco
Posts: 4
Joined: Wed Dec 08, 2021 8:33 pm

Thanks for the quick response Paul...is there any plans for development in the near future on this?
User avatar
face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Brian Resco wrote:Thanks for the quick response Paul...is there any plans for development in the near future on this?
I think this is a question you need to ask Foundry.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Actually there is a workaround to get this working.

You need to make sure that the number of particles remains the same from your start frame to your end frame.

You can use some tricks like setting the modo source emitter to "pulse" so all your particles are generated at once in a single frame.

Then you can adjust your start/end frame to get it working (or use pre-roll when you compute the sim)

I'm not an expert on this stuff, but I helped someone on slack once and we got it working after some trial and error


EDIT:
You need to enable a few settings to get this working too

kernel > animation > camera motion blur
kernel > animation > object motion blur
Replicator > Object Motion blur
Modo camera > camera effects > motion blur enable
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
User avatar
face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

There are some more details on this at viewtopic.php?f=34&t=73940 - "Motion Blur on Replicators".

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Brian Resco
Posts: 4
Joined: Wed Dec 08, 2021 8:33 pm

Sorry Paul! "I see where you say that the MODO SDK is not providing velocities for particles sources.." Thank you! Will see what Foundry says!

Funk - Thank you for the particles existing all-at-once-solve...unfortunately I feel that would complicate my current process trying to ensure that all particles are already generated for what I'm doing (especially when I start pushing upwards of millions of particles in future endeavors...I won't want them all to exist from frame 1!) But maybe I'm just not thinking around this properly.
Post Reply

Return to “Foundry Modo”