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Modo Replicated Particle Sources and object Motion Blur
Posted: Thu Dec 16, 2021 2:52 pm
by Brian Resco
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.
Re: Modo Replicated Particle Sources and object Motion Blur
Posted: Thu Dec 16, 2021 9:59 pm
by face_off
No, sorry - the Modo SDK is not providing velocities for particle sources, so at this stage exporting to ORBX is the recommended solution.
Paul
Re: Modo Replicated Particle Sources and object Motion Blur
Posted: Thu Dec 16, 2021 10:41 pm
by Brian Resco
Thanks for the quick response Paul...is there any plans for development in the near future on this?
Re: Modo Replicated Particle Sources and object Motion Blur
Posted: Thu Dec 23, 2021 9:46 am
by face_off
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
Re: Modo Replicated Particle Sources and object Motion Blur
Posted: Thu Dec 23, 2021 11:35 am
by funk
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
Re: Modo Replicated Particle Sources and object Motion Blur
Posted: Fri Dec 24, 2021 3:10 am
by face_off
There are some more details on this at
viewtopic.php?f=34&t=73940 - "Motion Blur on Replicators".
Paul
Re: Modo Replicated Particle Sources and object Motion Blur
Posted: Thu Dec 30, 2021 7:37 pm
by Brian Resco
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.