charleyc
03-31-2007, 07:11 PM
A discussion on this was forming in another thread of a totally different topic, so I am breaking it from there to here to get others input :)
The discussion is on the fact that, besides the Scanline renderer, using Object Motion Blur (OMB), spin gets ignored in the MB. Mental Ray does not take it into account, VRay, however, does. A work around is to use Mesher on the particle system and you can get Image Motion Blur (IMB) to work with the scanline or to generate a Velocity pass to run through a compositor.
Hi Charley,
Yeah, I reported it a few months back.
I'll take a look at using a post motion blur with the velocity channel from the mesher object.
VRay is a bit of strange one - I just did a test now with a superspray scene I used for some water tests
This is the scene rendered in scanline with OMB
http://www.stephendgreen.pwp.blueyonder.co.uk/water_spray.wmv (http://www.stephen.d.green@blueyonder.co.uk/water_spray.wmv)
(Edit - I put the wrong URL in originally, so the link doesn't work unless you copy and paste it into your browser for some reason)
Which uses quickly rotating cubes to give a nice blobby feel, (and IMB can't really handle that), but memory becomes a concern quite quickly (hence looking at other renderers)
When rendered through Vray, it complains about changing mesh topology and doesn't 3D motion blur at all - however Pflow does seem to handle it OK.
Last time I tried it I was on RC2, maybe RC3 has more compatibility across the particle systems. (The reason I wasn't using PFlow for this is that I got better performance generating spray from deforming meshes with simple legacy particles)
Cheers,
Steve
Steve
I am not sure why VRay gave you that error. I have been able to use it as long as it has supported PFlow velocities correctly (I beleive it was the first 1.5 build I got). I am familiar with that trick, but depending on how close you get to the water, you could probably come up with a much quicker solution. I have done a number of water jets like that, but they are usually seen from a distance of 8' or more. You are never right on top of them. I use the scanline to render them and get render times of a few seconds a frame.
www.charleycarlat.com/Tests/WaterFountains.mov (http://www.charleycarlat.com/Tests/WaterFountains.mov)
Anyway, I would be curious to see your results.
The discussion is on the fact that, besides the Scanline renderer, using Object Motion Blur (OMB), spin gets ignored in the MB. Mental Ray does not take it into account, VRay, however, does. A work around is to use Mesher on the particle system and you can get Image Motion Blur (IMB) to work with the scanline or to generate a Velocity pass to run through a compositor.
Hi Charley,
Yeah, I reported it a few months back.
I'll take a look at using a post motion blur with the velocity channel from the mesher object.
VRay is a bit of strange one - I just did a test now with a superspray scene I used for some water tests
This is the scene rendered in scanline with OMB
http://www.stephendgreen.pwp.blueyonder.co.uk/water_spray.wmv (http://www.stephen.d.green@blueyonder.co.uk/water_spray.wmv)
(Edit - I put the wrong URL in originally, so the link doesn't work unless you copy and paste it into your browser for some reason)
Which uses quickly rotating cubes to give a nice blobby feel, (and IMB can't really handle that), but memory becomes a concern quite quickly (hence looking at other renderers)
When rendered through Vray, it complains about changing mesh topology and doesn't 3D motion blur at all - however Pflow does seem to handle it OK.
Last time I tried it I was on RC2, maybe RC3 has more compatibility across the particle systems. (The reason I wasn't using PFlow for this is that I got better performance generating spray from deforming meshes with simple legacy particles)
Cheers,
Steve
Steve
I am not sure why VRay gave you that error. I have been able to use it as long as it has supported PFlow velocities correctly (I beleive it was the first 1.5 build I got). I am familiar with that trick, but depending on how close you get to the water, you could probably come up with a much quicker solution. I have done a number of water jets like that, but they are usually seen from a distance of 8' or more. You are never right on top of them. I use the scanline to render them and get render times of a few seconds a frame.
www.charleycarlat.com/Tests/WaterFountains.mov (http://www.charleycarlat.com/Tests/WaterFountains.mov)
Anyway, I would be curious to see your results.
