ive got a lovely particle sim done in tyflow (amazing) beta. drippy water thing, so changing topology.
i really want to render in next GPU cos its SOOOOO much faster for this scene. (like 10x faster)
vray metaballs is out for this reason..
my client has frost, so im trying that, with the idea of exporting to vrayproxy after so i can use it here.
it renders fine and fast in rt gpu… BUT.. i get no motion blur on the mesh.
if i export to animated proxy, i get no moblur on that either.
ive tried the different moblur settings available in the frost interface… none of them seem to make a difference.
strangely, if i set up that “multipass” motion blur on the max camera, and hit preview, frost will happily generate subframe samples and do a nice blur in the viewport.
however a) im not making my renders take 12-16x longer by using that, and b) it doesnt seem to work properly with gpu anyway.
i have an issue which may be related, where tyflow is recalculating the whole sim multiple times before rendering each frame., despite having it cached to ram.. im discussing this with Tyson now..
somebody please tell me how to get this mesh, rendering in rt gpu , with moblur?
nobody? is it possible to get decent moblur on some kind of cached mesh with changing topology in next gpu? if so, how have people done it..
if its possible this suggests its a tyflow issue..
when i render the frost mesh in next CPU, the “subframe” moblur method works, although it kills rendertime and ram, since i need at least 10 mesh samples to get a reasonable result.
even on Next CPU the “frame velocity” moblur method does not work.
in any case im going to need to export to vrayproxy or alembic anyway, since i dont have frost.
Unfortunately if the mesh maker doesn’t provide velocity information, we can’t do anything.
so you think its likely that tyflow is not baking velocity information into the frost object? if so ill pass that pointer on to Tyson.
Yes. We will contact him as well.
Peter and Co, has anyone come to a method of passing velocity info from TyFlow particles to Vray instanced (or otherwise) meshes? There is a .PRT export with velocity channel, but how would this and other particle information pipe into VRay? Might there be a way using PhoenixFD to capture velocity info?
Hey,
If you just add Mesh operator to your particle event and choose the “VRay Instances” option - the particles should render with motion blur.
Does this work for your case or you need something more specific?