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  • disable camera MB

    Does anyone have any tricks for disabling camera motion blur for a particular object?
    I am using the new spark SOP which has baked in camera MB.
    I have tried a bunch of things but nothing has quite worked right.

    I'm reluctant to render as a separate pass because there are a bunch of other objects in the scene that occlude the sparks, so I'd really need to use deep to composite properly.

  • #2
    Hi,

    You want all motion blur off , not only camera motion blur right? But I'm guessing as it is a deforming geo and you disabled velocity it has no geo (deform or transform) motion blur already, only camera.
    Have you tried setting the geo sub steps of you sparks to 1 via the V-Ray object properties?

    Best,
    David.
    Last edited by david.anastacio; 02-12-2021, 04:46 PM.
    David Anastácio // Accenture Song - VFX
    https://www.accenture.com/us-en/serv...visual-effects

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    • #3
      yes I tried that.

      I also tried computing the inverse camera MB vector for each point, but I'm not sure I got my math right.

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      • #4
        Hey Dubbie99 ,

        At the moment we have no per-object control for camera motion blur specifically. I've tried doing exactly what you mentioned in your last post - bringing the camera in with an Object Merge, inverting the transform and generating velocity pointing in the opposite direction. It seems to work for me in my simple test case - could you please take a look and see if it helps for your scene as well?

        Scene -> Link.

        Best regards!
        gosho.genchev@chaosgroup.com

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        • #5
          Hi Gosho.Genchev
          Thankyou for your example. I don't think your method can possibly work.

          If you consider this picture:

          Click image for larger version

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          The velocity of Point A and B is both {0,0,0} in world space.
          The camera matrix difference is identical for both points A and B, and yet they each have a radically different velocity vector.

          I think that it is essential to compute the vector in screen space.

          My idea for an algorithm is this:

          Get p_curr in screen space
          Get p_next in screen space
          vec = (p_curr - p_next) * 0.5
          project vec to world space

          I just need to actually get it to work haha

          Thanks for your help anyway.

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          • #6
            After tying my brain into a pretzel, I finally solved this and it was simpler than I thought.

            Click image for larger version

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