07 July 2012 | |
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New Member
portfolio
Karan Jaura
FX Artist
Polygon Pictures
Tokyo,
Japan
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Fume FX 3.0 Velocity Pass For Motion Blur
Hi Guys,
I'm just wondering if any of you have used the velocity pass of Fume FX in Nuke for motion blur ? I am outputting exr from 3dsmax with the velocity pass embedded in it and giving vector blur in nuke by loading the velocity info in UV channels,but some how the motion blur which I'm getting is not correct.Does any one has a solution for this ? Waiting for your replies. Best Karan |
08 August 2012 | |
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New Member
portfolio
igor
Ryazan,
Russia
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+1, I'm interested too.
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01 January 2013 | |
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New Member
Thomas Cheng
Staten Island,
USA
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I would like some info on this too.
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01 January 2013 | |
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Frequenter
portfolio
Michael Stark
FX artist
Pixomondo
USA
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This is off the top of my head but there are a couple of reasons why the blur is coming out wrong. One could be that the colors of your Fume vectors are inconsistent with what Nuke's blur reads as X and Y magnitudes. Sometimes you have to reverse them.
The other reason could be that the colors are just flat out wrong. If that is the case, just shuffle the colors around. I apologize for the lack of detail as I don't have any Fume vectors handy to try it out myself, but roughly give my suggestions a try. I hope that helped. |
02 February 2013 | |
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3Delicious
portfolio
Anselm von Seherr - Thoß
VFX Technical Director
Incendii VFX
New Orleans,
USA
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I have and it works
![]() - First you have to cache velocities in order to display them in hte render element - then in the FusionWorks renderer you have to check Create Channel and motion blur on. I have issues sometimes (FumeFX 3.5.1, Max2013) when the fume grid was merged from another scene, what solved this here was to create a new fume grid, load the cache, say you wanna adopt the size, etc. then align it to the old grid so it is in the same spot and lastly delete the old grid. Kind regards, Anselm |
02 February 2013 | |
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Expert
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