Hi guys,
I would like to know how to create a motion vector pass with houdini. I found two forum topics and this shader (http://www.sidefx.co...8&versionid=608) on the net they didn't work for me. Could someone please explain me how to create a motion vector shader/pass? That would be great, all the other passes work fine.
Thanks a lot!
Richey.
Motion Vector Pass
Started by Richey, Feb 24 2010 12:36 AM
9 replies to this topic
#2
Posted 24 February 2010 - 05:52 PM
Here is an example of getting the motion vector in screen space.
Note the "allow image motion blur" parm that i added to the mantra rop and turned off so that the output isn't blurred.
I dunno how much you know about shading so ask if anything doesn't make sense!
Note the "allow image motion blur" parm that i added to the mantra rop and turned off so that the output isn't blurred.
I dunno how much you know about shading so ask if anything doesn't make sense!
Attached Files
#3
Posted 24 February 2010 - 11:55 PM
Thank you so much Sam, the shader works!!!
I need it for an important project.
One last thing I would like to know: How can I save the shader as a vex variable - so that I can use the shader as a pass?
Richey
One last thing I would like to know: How can I save the shader as a vex variable - so that I can use the shader as a pass?
Richey
#4
Posted 25 February 2010 - 12:42 AM
Use a Parameter node to export the variable and set the export to 'always'
Attached an example using a basic surface and exporting a pass set ...
Attached an example using a basic surface and exporting a pass set ...
Attached Files
#5
Posted 25 February 2010 - 01:00 AM
You are the best Sam, thank you!
#6
Posted 16 August 2012 - 11:44 AM
Hi Sam,
Can you show how to use the same setup but on the geometry level? I've tried using your setup and realized that if I have anything animated on the geometry level, the vector pass doesn't work.
Can you show how to use the same setup but on the geometry level? I've tried using your setup and realized that if I have anything animated on the geometry level, the vector pass doesn't work.
#7
Posted 16 August 2012 - 11:48 AM
Here is the Hip of what I am trying to attempt.
Attached Files
#8
Posted 16 August 2012 - 12:01 PM
You will need to have "Geo Time Samples" on at least 2 on the mantra node to get deformation blur. Let me know if that doesn't work and I will have a closer look!
(You can also add Geo Time Samples to a single object if you don't want it as a global setting, add the setting to your object with the gear icon > edit rendering parameters)
(You can also add Geo Time Samples to a single object if you don't want it as a global setting, add the setting to your object with the gear icon > edit rendering parameters)
#9
Posted 16 August 2012 - 12:33 PM
Sam, Thank you! Wow, so simple. That seems to have worked.
#10
Posted 28 August 2012 - 06:15 PM
thans for sharing your shader, can you please tell me how to use it in nuke for example?
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