Mental Ray's mv2DToxik pass problem

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Old 05 May 2013   #1
Mental Ray's mv2DToxik pass problem

Hi guys, rendered a footage consist of a moving character and camera.

Rendered with Maya 2013's built-in mentalray with 32bit float openEXR...
Associated pass : mv2Dtoxik

However, the motion vector pass giving me very weird result as in, it "looks" fine as a still image with the red/green but as we playback the entire sequence, the colors are just popping around something like "disco" light, for example: the shoulder at frame 001 is red and at 002 it just pops to green... something like that.

- We'd tried any other available motion vector passes and it all produce same result, colors are popping.
- We're using alembic cached geometries (Which we don't think is an issue, we'd even try the "raw" master file and still produce same result)
- We'd even tried setting "Motion Back Offset" to 0 and to no avail...

* It works when we enable (check) the Motion Blur (Full) in render settings.

Need some serious help guys, cheers!
 
Old 05 May 2013   #2
Turns out that if we turn on Scanline rendering, everything works like a charm. But of course, we'd to sacrifice creating another render layer just for that motion vector pass
 
Old 05 May 2013   #3
Had the problem, this was discussed here: nvidia forum

So yes, you have to switch to scanline, and be careful if you have some lens shaders on the camera, they can prevent scanline to work (lens bokeh for instance...).
 
Old 05 May 2013   #4
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