Maya 2013 - mip_motion_vector ejected?

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
  06 June 2012
Maya 2013 - mip_motion_vector ejected?

Hi there,

is it possible that mip_motion_vector no longer work in Maya 2013?
I get an Error:

PHEN 0.18 438 MB error: Unable to open color frame buffer 0

Image is pure black (but with an alpha channel)
Anyone else?

Cheers,
mickna
 
  06 June 2012
Hey,

I think you need to create a seperate mentalray user buffer first.
This is because the passes system is already using the first user buffer (buffer 0 in this case),
and because its already in use by the maya passes system its throwing that error.
So you have to create a new userBuffer for mip_motion_vector..
Try this..
createNode mentalrayUserBuffer;
  connectAttr - force mentalrayUserBuffer1.message miDefaultOptions.frameBufferList[0];
__________________
TUMBLR
BEHANCE
VIMEO




Last edited by LinchpinZA : 06 June 2012 at 09:52 PM.
 
  06 June 2012
It's been moved to a legacy connection by a rewrite or change at some point. Makes it complicated.

Is there a reason not to use the built-in pass? (The built-in 2D motion vector pass now works with Raytrace primary rays since 2012 SP2 I think)
__________________
My opinions are always my own...and maybe a friend's, but never my employer's.
 
  06 June 2012
Hey LinchpinZA,

thank you. But did not work for me.
It seams Bitter is right with "Makes it complicated"

@Bitter:
"Is there a reason not to use the built-in pass?"
More or less.... I missed that it works since SP1 with raytrace.
Just tested and all worked like a charm!

Thanks both for your help
mickna
 
  06 June 2012
EDIT: Just read that it's working with the 2d motion vector pass
That is great news, I must try it out aswell.
For those of you who want to use mip_motion_vector do the following..

connect mip_motion_vector to your render camera
connectAttr -f mip_motion_vector.message cameraShape.miOutputShader;


Once that is done, and you've created the second user buffer. Go into your camera's attribute editor and scroll down to 'mental ray>legacy output shaders>' and enable 'Color', 'Depth' and 'Motion Vectors'. Also double check that Motion blur is enabled, set to Full.
__________________
TUMBLR
BEHANCE
VIMEO




Last edited by LinchpinZA : 06 June 2012 at 09:09 AM.
 
  06 June 2012
^^For those of you who want to use mip_motion_vector do the following

I want to add, that I have had always problems with RSMB as the boarders was always blurry even if the object did not move anymore.
I realized this is a problem with a pure black background in my motion path from mip_motion_vector.

enable also alpha under mental ray>legacy output shaders, or combine the matt from the beauty. RSMBvector will take care of the matt

thx,
mickna
 
  06 June 2012
Originally Posted by Bitter: Is there a reason not to use the built-in pass? (The built-in 2D motion vector pass now works with Raytrace primary rays since 2012 SP2 I think)


Does it support Camera Motion now?
__________________
"Even the Christmas vacation will be darkened by New Zealand scripts…"
~ J.R.R. Tolkien, The Letters of J.R.R. Tolkien, Letter 34
 
  06 June 2012
Quote: The scanline on option is deprecated. The default value is off. With scanline off option, was camera motion is not taking into account when computing miState::motion and motion framebuffer. Now, if BSP2 acceleration is enabled in combination with scanline off option, the string option "trace camera motion vectors" (default: off) can be used to enforce adding camera motion effect to the computed motion vectors.


This is supported with the mip_motion_vector shader in 3.10.1.0

However there was a bug when introduced. Not tested to see if it works yet or not. It was reported.
__________________
My opinions are always my own...and maybe a friend's, but never my employer's.
 
  06 June 2012
@Bitter:
Now I am confused...

DutchDimension asked if the built-in 2D motion vector pass support camera motion now.
You refer to the mip_motion_vector.

So in my understanding:
2D motion vector pass does not support camera motion.
mip_motion_vector does, but is corrupt in Maya 2013.
Is this right?


Sorry, I have no time right now to test this...
mickna
 
  06 June 2012
Typically speaking, places I have been use the Maya 2D pass without much complaint.

However, the documents for the mip_motion_vector are from nVidia since it is an nVidia shader. So it is mentioned to support it. The bug was found just prior to release so I have not checked the release lately (I just render with motion blur and Unified Sampling most often.)

The nVidia docs can't speak to the Maya 2D pass because that is an Autodesk shader.
__________________
My opinions are always my own...and maybe a friend's, but never my employer's.
 
  09 September 2012
After examining 2013 files, i found one attribute making the crash with mip.
( 041052: accessing unknown tag 0x10023 )

To solve ...

setAttr "miDefaultOptions.fg" no;

but it means no finalgather, i will inverstigate more.
 
  09 September 2012
mip_motionblur crash making ( accessing null tag error ) seems curiously related to fg.
Not sure if framebuffer problem is related, but probably true for the crash.
I have found that setting : setAttr "miDefaultOptions.fg" no; ... is fixing the problem.
But no fg, when setting bruteForce, it works, so it might be due to approximation caching of fg when have mip shaders ...

investigating.
 
  09 September 2012
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright ©2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 04:10 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.