what channels are necessary to basically handle motion blur
in combustion to smooth out an animation sequence.
I’ve read many topics, but there are many differing opinions.
We have an Interior animation sequence, only the camera is in motion.
We are using Max 7/7.5 vRay and Combustion
We have object ids set, we are using mat modifiers, and multisubobject
In the RPF settings, what would be the best channels, or the minumum channels to use for the simple purpose of using combustion to smooth out
our sequence with motion blur
I’ve seen one forum where the minimum is Z / MatEffects/Object/Normal/ and Coverage. That was old though.
I’ve seen posts saying simply only the Velocity Channel
Could someone lay this out for me in a simple guidline?
Which channels are absolutely necessary to accomplish this and maybe
addtional channels that might be prudent to include in the process.
What about G-Buffers? I thought I read somewhere on the forums that certaiin corresponding G-Buffers need to be selected as well as the RPF settings. I assume that means from the V_Ray: G-Buffer/Color Mapping Roll-Out?
We are working with the stock 1.47.03 build so, to be sure I get what everyone is saying (have to slow it down for my reptillian brain), when we want to render to RPF for motion blur purposes we:
Select the depth, coverage and velocity items under the G-Buffer rollout (or render elements if you have a newer build) and also select those same items in the Render to RPF dialog?
So, I set the 3 choices da_elf mentioned in the rpf settings.
then I go to the V_Ray: G-Buffer/Color Mapping Roll-Out and do what Now?? in correspondance with RPF settings??and then also have some dealings in the Max Render Elements also ?? This is becoming confusing. Thanks for the input so far.
Can someone elaborate some more. much appreciated.
what you need to do is open colormapping/gbuffer rollout, and pick the channels you want to output:
velocity, coveredge, subpixel weight are the ones for motion blur. But it doesnt hurt to have zdepth and normals in there aswell. Then you open rpf output and check the corresponding channels in there. This should be all.
np, in my tests I have concluded that for combustion rpf blur, it is important to have multiple gbuffer channels, but not all. So some testing would be required before you can establish an exact pipe, but I have done much rpf blur and it works well.
there’s a neat page in the combustion help files labelled “Using 3D Post filters in combustion” which has a table with the required and suggested channels to output to an rla/rpf file.
Under the moblur column, it SUGGESTS Z-depth, NodeRenderID and Coverage, and it REQUIRES Velocity.
It also states, of course, that the more channels rendered, the better the effect quality, but the larger the image file.
It also allows for a very nice DoF effect, provided you haven’t got massive clipmaps and stuff alike…