Announcement

Collapse
No announcement yet.

Rotational Motion Blur and Overlapping Geometry Samples...

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    This is annoying.

    Lack of MB is one thing that makes me use RT less.

    Comment


    • #17
      Any word on the initial issue of stepping in motion blur? This is preventing me from using Vray.

      -Eric

      Comment


      • #18
        I looked at it; initially I did not find anything wrong on the V-Ray side except that the object rotates somewhat too fast for the 3ds Max internal time resolution (3ds Max has only 160 ticks in a frame; they are not enough to sample accurately sub-frame positions for quickly moving objects). I came to the conclusion that we may need to do some internal interpolation between the ticks; hopefully we'll manage to implement this for the next service pack.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

        Comment


        • #19
          It is using real world rotation RPM values. The real world system has a max speed of 395 RPM or 2370 degrees/second (calculated by a conversion tools such as this). And 2370 degrees / 24 frames results in 98.75 degrees/frame or 0.6171875 degrees/tick. So I guess the question is how many degrees/tick is the max to get non-artifacts?

          -Eric

          Comment


          • #20
            So this now fixed for the service pack in December. If you would like to get the fix before that, please email me to vlado@chaosgroup.com

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

            Comment


            • #21
              Vlado,
              Thank you for looking into this and getting taken care of. I will try it out once I get through the current round of projects.

              -Eric

              Comment


              • #22
                Just tried it and it does appear to be fixed. Just curious what was done to address the problem?

                -Eric

                Comment


                • #23
                  I just changed the internal time values used by V-Ray so that now they are aligned to the actual 3ds Max ticks. Before that, we assumed that the frame is split in equal parts, but because of the 3ds Max ticks imprecision, they were not really equal in 3ds Max time. So now I aligned our internal time intervals to match the length of the actual 3ds Max ones.

                  Best regards,
                  Vlado
                  I only act like I know everything, Rogers.

                  Comment


                  • #24
                    Thanks for the info, just happy it is finally working as expected (whether it is technically correct or not).

                    -Eric

                    Comment


                    • #25
                      Originally posted by ecraft View Post
                      Thanks for the info, just happy it is finally working as expected (whether it is technically correct or not).
                      It is correct too

                      Best regards,
                      Vlado
                      I only act like I know everything, Rogers.

                      Comment


                      • #26
                        Vlado how is this handled in maya? would there be a similar issue there?
                        Dmitry Vinnik
                        Silhouette Images Inc.
                        ShowReel:
                        https://www.youtube.com/watch?v=qxSJlvSwAhA
                        https://www.linkedin.com/in/dmitry-v...-identity-name

                        Comment


                        • #27
                          I was referring to the "3ds Max ticks imprecision" statement by my post.

                          -Eric

                          Comment


                          • #28
                            Originally posted by Morbid Angel View Post
                            Vlado how is this handled in maya? would there be a similar issue there?
                            No. In Maya, time values are always double-precision floating-point numbers (as opposed to integer ticks like in 3ds Max).

                            Best regards,
                            Vlado
                            I only act like I know everything, Rogers.

                            Comment


                            • #29
                              IS the fix available in nightly ?
                              CGI - Freelancer - Available for work

                              www.dariuszmakowski.com - come and look

                              Comment


                              • #30
                                Glad this one is fixed - it's been bugging me for a while.

                                Comment

                                Working...
                                X