I modeled this bottle and used pflow system with blobmesh. As you can see in the render below, no problem so far…
When I apply motion blur in the Vray camera section, and having both checked and unchecked ‘treat particles as mesh’, I still cant get the particles to blur when the bottle rotates quickly.
this is kind of a strange situation in that the water particles themselves are not moving (they are locked on the emiiter ie the bottle) so particle mblur and object motion blur dont seem to be working either. If I were using the max renderer I would use motion object blur on everything, but why isnt the motion blur in vray blurring the blobmesh particles??
well, vray used to have issues with particles but I think they were solved in RC versions, though Im not sure. What I can suggest is to use mesher object which will bake your particles into mesh, which then can be motion blurred properly, or collapse your blom mesh modifier to editable poly. Another thing I can think of is that blob mesh has a property of changing topology. Vray might print the warning in the vray window. Because of that it cant blur the mesh between frame 1-2. What you can do is reduce the blur amount (duration) from 1 to 0.5 or 0.9 anything below 1, this should also work.
hey thanks…I tried the reducing duration to less than 1.0, but same thing…would i want blur particles as mesh on or off?? I will try collapsing blob mesh and see if that works…
Dont know if its related but when i try to network render this scene, i get a VRAYSKY6.0 dlt missing error, even though I am not using sky and the plugin in clearly there on the server machine…very weird…i do have environment ON and using a color but thats it…
I will let you know how the collapse blobmesh goes..thanks
not having much luck..collapsing the blobmesh into poly just make the drops into the rough blobmesh proxy objects (not the rendered ones). I am getting that error you mentioned in the vray window about changing topology…
not sure what I am doing wrong…
hey thanks…I just checked and now everything is cool netrender wise..
just the damn particle blurring problem still. Not sure why the mesher didnt work..i tried picking the blobmesh as the object and then separately the pflow events (havent really used mesher before)…neither worked..
i wish that were it! I am using the 32 bit version with max 8…
can you tell me what the procedure SHOULD be anyway for this kind of thing? using pflow w/ blobmesh and particle emiiter is moving (not particles themselves) and would like motion blur on the blobmesh (waterdrops) as I am getting with the other geometry (bottle) using Vray Camera motion blur…
Oh, it’s the blobmesh; then I’m afraid this is not going to work, since the blob mesh really does change its number of triangles in between frames. The most reliable way to get this done is to use Multipass motion blur. Image motion blur might work as well, depending on the specific way the mesh moves.
Thanks for your reply! Really? even though the blob mesh is not deforming or animating (just still droplets)? i didnt see how i could use image or objetct motion blur since the max controls for those are not there (vray is current renderer)…
Multipass (sigh) that takes sooooo long. Darn! Wish there was an easy way to just make these blob mesh drops into a mesh that is as smooth at the blobmesh at render time (collapsing the blobmesh to polys just gives me blobmesh preview mesh) ie nasty tetras, etc…
In that case can you not just collapse it to an editable mesh and possibly do a turbosmooth on it? I think you can also control the quality of the blob preview mesh.
i didnt see how i could use image or objetct motion blur since the max controls for those are not there (vray is current renderer)…You can use the “Motion blur” render effect.
maybe post the scene with blob mesh particles only so we can check it. I can collapse mine no problem.
below is two images, one blob mesh as you can see not blurring, two is blobmesh collapsed to poly.
great..i think that will work if i can get them smooth enough with a meshsmooth or relax modifer as suggested. super…
I think I will have the same prob though when i do the water effect (ie splashing and hitting the bottle). those will prob be blobmesh too and i can collapse them since they have to deform…(sigh)…but at least i have a solution for the droplets on the bottle! thanks everyone! appreciate all the advice
Thanks Morbid Angel…
For the sake of time I wont use Real Flow this time, since it jsut a real quick splash… Also, i was doing some searching in the threads about ‘affect shadows’ on/off in an effort to understand them and came across your thread below
Great examples! So basically Affect Shadows is a quick way to get light to pass through a trans material. If I want real caustics, then i have to turn on GI caustics and QMC/LC right? Wont IR/QMC work too for that? or do i need LC? I use IR/QMC
a lot..is that not good setup for doing glass/water in product shots with animation?
oh! forgot to add…does 'store with IR map’ON in vray lights make any difference when it comes to making GI caustics? I know it speeds up shadow rendering but does it affect the caustics? Obviously you dont want it on if using QMC/LC (no IR map)…
Since I do mostly animations, i leave it checked off since there seems to be a lot of shadow flicker/blotchiness … :?