How to Setup Slow Shutter?

Houdini Integrated Plugin

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AlexeyAdamitsky
Licensed Customer
Posts: 103
Joined: Fri Oct 18, 2019 4:43 pm

I've been exploring and testing this for quite a while now and I can figure out how to produce slow shutter effect in Octane for Houdini. I don't know if it's even possible in other DCC integrations.

See the attached files for the examples of what I'm trying to achieve. So far I wasn't been able to do so. If I increase the shutter time value beyond 1 it just makes the motion blur stronger between frames but it doesn't capture the motion blur between a range of frames. Maybe I'm settings it up wrong but I've tried many configurations and I can't do what I need.

In photography, you just control this with shutter speed/shutter angle but I can't figure out why it's not working in Octane.

I'd love some help.
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frankmci
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Joined: Fri May 26, 2017 2:00 pm
Location: Washington DC

AlexeyAdamitsky wrote:I've been exploring and testing this for quite a while now and I can figure out how to produce slow shutter effect in Octane for Houdini. I don't know if it's even possible in other DCC integrations.

See the attached files for the examples of what I'm trying to achieve. So far I wasn't been able to do so. If I increase the shutter time value beyond 1 it just makes the motion blur stronger between frames but it doesn't capture the motion blur between a range of frames. Maybe I'm settings it up wrong but I've tried many configurations and I can't do what I need.

In photography, you just control this with shutter speed/shutter angle but I can't figure out why it's not working in Octane.

I'd love some help.
I'm guessing it's because units of time are an artificial, arbitrary human concept, but most software does not treat it as such. For most render engines, exposure wise, there is no such thing as a unit of time that truly lasts more than one frame. I think to get the effect you want you will need to not just increase exposure, but reduce the number of frames per second, too. If you want a 0.25 second exposure, you will need to render your animation at no more than 4 fps.

I just woke up, so I hope that makes sense. I'll come back after I have some coffee.
Animation Technical Director - Washington DC
AlexeyAdamitsky
Licensed Customer
Posts: 103
Joined: Fri Oct 18, 2019 4:43 pm

frankmci wrote: I'm guessing it's because units of time are an artificial, arbitrary human concept, but most software does not treat it as such. For most render engines, exposure wise, there is no such thing as a unit of time that truly lasts more than one frame. I think to get the effect you want you will need to not just increase exposure, but reduce the number of frames per second, too. If you want a 0.25 second exposure, you will need to render your animation at no more than 4 fps.
Ok, I think it's a lead I haven't explored yet. I need to see what I can do with this information and if it helps. Thank you for the suggestion anyway.
skientia wrote:There is only a thin correlation between a real photography and a renderer. The concept of exposure differs between the two — exposure time is non-existent in a renderer, "exposure" is arbitrary.
I understand that but renderers like Arnold and Redshift, for example, are following the photography conventions pretty well in language and effects, mimicking the behavior of real photography really well. Octane is pretty good at this too, except this particular case which I can't crack yet.
skientia wrote: One way to yield this result in a physically plausible manner is by accurately (enough) animating the object and/or camera and facultatively via a double exposure method, akin to real photography, for more control. The emphasis is on the animation being the most challenging and fundamental part (the accumulations of all the imperfect movements, shaking, twisting).
I'm not familiar how to do the double exposure technique with Octane. Where can I learn more about it?
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