animation offset with mv2dToxik


#1

hello all,
Im currently using maya 2011, with some of the mental ray framebuffer passes system. Specifically, I’m using the 2d Motion Vector (default name mv2dToxik) in one of my render layers. When it renders, it comes out fine. Trouble is that none of my other layers that aren’t rendering the 2d Motion Vector don’t line up. I tried bringing the mv2dToxik into my associated passes to each render layer and creating a “non-renderable” override, but that still gives me renders that don’t line up. I could render a mv2d for each render layer so that each render layer will line up, but that’s a lot of extra passes I really don’t need. Any suggestions how I could fix this?


#2

Hey,

If my memory surves me right the trick is to under the render settings -> motion blur change a few values. I assume it has to be turned on to even calculate a vector pass and using the defult value of:

Motion Blur By: 1.0
Shutter Open: 0.0
Shutter Close: 1.0

change to:

Motion Blur By: 1.0
Shutter Open: 0.5
Shutter Close: 0.5

Try changing all passes if the vector pass is now broken change that one back to the defult value and 0.5 0.5 for all other passes.

If anyone else has more information or care to correct me feel free. I havn’t used mental ray in along time and didn’t have time to actually test it since I only got renderman available.

Cheers,
a.


#3

Hey there,
thanks for the reply. However I found two other ways to fix this offset problem when dealing with mutliple render layers/ passes.
First way:
If you go under the Quality Tab, first turn on Motion Blur (temporarily). Go to the “Motion Offsets” tab. Check “Custom Motion Offsets” ON. From there set the “Motion Back Offset” to 0.00. Finally, just turn off Motion Blur. This prevents any render with the mv2d render pass to be offset.
Another way:
Under the Options Tab, expand the “Mental Ray Overrides” tab. Scroll down to the “Performance” Tab. If you check “Force Motion Vector Computation” ON, it forces that offset on all your render layers, even if you don’t have that mv2d pass associated with that render layer.


#4

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