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Houdini whitewater particles via Alembic

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  • Houdini whitewater particles via Alembic

    Hello,
    I have whitewater particles from houdini exported to allembic with atributes (pscale, v, foam, bubbles, vorticity and etc.) Then I load abc file via Vray Proxy, and desable rendering of this proxy, then I create Phoenix Particle shader, and chose Vray proxy, it's rendering this particles(not very fast actually and with freezes for a minute, but it does) but Particles don't have motion blur, in meantime when I render Vray proxy motion blur working as expected. How to apply motion blur on Particle Shader?

  • #2
    It could be that you need to increase the blur settings in the vray properties. Try 100x. (Or could be another issue.)

    Note that rendering ABC particles as spheres via VrayProxy itself tends to be significantly faster than the Phoenix particle shader (doesn’t look the same either of course, but if you can get away with the spheres it seems to be leaps and bounds faster usually).

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    • #3
      Originally posted by Joelaff View Post
      It could be that you need to increase the blur settings in the vray properties. Try 100x. (Or could be another issue.)

      Note that rendering ABC particles as spheres via VrayProxy itself tends to be significantly faster than the Phoenix particle shader (doesn’t look the same either of course, but if you can get away with the spheres it seems to be leaps and bounds faster usually).
      Thanks. Yes, I have decided to use just spheres, because Particle Shader don't read motion blur from Vraypoxy abc, and it really faster

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      • #4
        I am pretty sure I did get motion blur to work with the particle shader. I don’t recall the exact method, but increase both the motion blur amount and the vector blur amount in the vrayproperties. Then it might have been setting the velocity channel manually to channel 20 or something (1, 2, or 20 if I recall). I would have to play with it again.

        I was just blown away by how fast the sphere rendering was compared to other methods. For my shot I clipped particles based on camera distance and used spheres out in the distance and VrayInstancer in the FG. We were trying to use vray standalone for Linux rendering as well.

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