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Showing results for tags 'Motion Blur'.
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Hello people! I'm currently trying to render pyro exoplosion with the motion blur in Redshift and I didn't succeed with any of my aproaches. I tried Convert to VDB , and then Merge Volume in Velocity mode with the motion blur ON but nothing works yet. I found few HIP examples but they neather don't work. Is there anybody who ever did this? Too bad there's nothing about it in the Redshift official documentation too. Please help
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Hi, I have recently created a set of 70+ HDAs called the IPOPs that aim at creating AOVs, Mattes & features for rendering. IPOPs are operator workflows designed to streamline shaders and AOV development in Houdini. With our toolset, artists can easily standardise their networks and access specially developed nodes for various renderers and presets, increasing efficiency and creativity. Get the IPOPs here! Renders in Karma & Mantra. 1. The Standard Library: Set of HDAs that help artists create quick shaders and AOVs and contain useful Utility Nodes such as Fresnel for Karma (CPU & XPU), Mask Falloffs in Shaders etc. The HDA library is constantly updated with new nodes to assist artists in speeding up their workflow and creating a streamlined system thereby increasing efficiency and creativity. 2. The Geometry AOVs: A set of remade common geometry AOVs for artists to quickly generate AOVs, Mattes & Utility Passes for Compositing. 3. The Particles AOVs: A set of remade useful particle AOVs for artists to quickly generate AOVs, Mattes & Utility Passes for Compositing. 4. The Volumes AOVs: A set of remade volume AOVs for artists to enhance their FX using AOVs, Mattes & Utility Passes for Compositing. We have a wide range of Bundles available for various workflows & we support both Houdini Apprentice & Houdini Indie! For any enquiries please email support@chakshuvfx.com I will be posting constant updates and developments here. IPOPs Master bundle: 1. Houdini Apprentice 2. Houdini Indie IPOPs Geometry AOVs bundle: 1. Houdini Apprentice 2. Houdini Indie IPOPs Particles AOVs bundle: 1. Houdini Apprentice 2. Houdini Indie IPOPs Volumes AOvs bundle: 1. Houdini Apprentice 2. Houdini Indie
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Hey people- One generell question about how you could approach this effect : Would you layer multiple renders or is it some special motion blur magic with some noise in the velocity ? Cheers!
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Hi guys, I tried to apply motion blur to a fast-moving volume in my scene, but it doesn't render the motion blur! How can I fix it? Thanks for helping. Redshift_Volume Motion Blur_01.hip
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I always have problems with motion blur for water surface mesh, One time I fixed that problem but I forgot that. as you can see I used a trail SOP to produce velocity for the mesh but the trail SOP creates velocity per point and that's why the motion blur is odd. How can I create proper motion blur for water surface mesh?
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Hi, I am looking for how to bake camera motion blur in SOP level. For instance, there is a spark or simple pop sim. After siming, I can create spline sparks with trail SOP as baked motion blur looking. However, I am not sure how to bake camera motion blur on the top. I guess we will use NDC transform which I know how to do it, but also still need $F+1's camera and $-1's camera's positions to calculate differences. If anyone knows how to bake camMB to spark/spline trails, I appreciate it, thank you.
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Hello! This is my first post here, I am a Houdini beginner and I'm looking for some help with the project I'm working on. I am breaking a glass panel, and there's an issue with the deformation motion blur that I want to have on the final render. When I use the RBD Disconnected Faces to hide the inside faces on the glass before it is broken, the motion blur just randomly goes away on some frames and on others it's present. I've learnt that this issue might be due to the inconsistency of the topology, however I've looked through the timeline with the Integer Frames off and the interpolation looks smooth. Point velocities look fine too. I know that there's an option to just swap the geometry at the moment of impact, but this won't work in my particular case. Here's the hip file of the smaller version of the project, the motion blur doesn't work on frame 5 for example. What am I doing wrong here? Thanks! TEST_GLASS.hip
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Hi, I am trying to render a volume which has been rasterized from a bunch of points and that volume is in constant motion. The camera pans fast from left to right tracking the moving volume. I have a test camera that's static and if I take a test render through that static camera, the motion blur looks proper. But when I render though my shot's animated camera, the motion blur is messed up. The volume looks like a blurry blob of mess with no definite shape to it. I tried asking people that I know personally. Everyone suggested to reduce shutter time in camera or completely make it 0. But that's completely removing motion blur. Is there a way to make mantra pick only the velocity blur and not camera blur?
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I'm trying to render a flipbook with motion blur resulting from camera's motion (not object's motion), but I never get any motion blur. In flipbook settings, I enabled Motion Blur, 5 (sub-)frames. On the camera, I added/enabled all motion-blur-related rendering options: Allow Motion Blur, Enable Motion Blur, Xform Time Motion Samples (5) Geo Time Samples (5). Shutter time is 0.5. I have non-integer frames in the playbar. Any ideas how to get blur from camera motion in a flipbook?
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Hi guys, I've already an objects rigid body simulation in a file cache. But I forgot to transfer v and w attributes in the output part of the RBD Bullet solver, and I need them to render with a motion blur in Redshift... How can add a velocity to my objects after the file cache ? Because the simulation take hours and I try to don't recalculate it ! Can you help me please? Thanks in advance!
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I have an alembic cache of fluid running down from Houdini, then I bring it to Maya 2020 to render with motion blur. As I turn on motion blur option in Maya, it runs an error saying the normal changing from 1155536 -> 1155530. How do I fix this problem?
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Hey guys, I have a very strange behavior with Redshift Motion Blur, some frames are rendering correct, and some are not. The interesting thing is, when stopping butch rendering and rerender frames with mistakes, they are then correct, but frames that were correct could have this issue again. I tried everything, but no successes I have Houdini 18.0.391 and Redshift 3.0.20 Please download Hip and the Zip file with Frames to see what I am talking about. Hope that someone could help me with that issue Thanks a lot Maksym Particles_Redshift_MotionBlur.hiplc Particles_Redshift_MotionBlur_issues.zip
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Hello, I made a comparison between Arnold and Mantra renderer about vdb motion blur. Mantra works like a charm, but anyone knows why Arnold volume motion blur looks like this??
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Hi everyone, I'm trying to render vdbs with motion blur using mantra and arnold. With mantra it's working fine, but with arnold the motion blur won't be proper. I made a comparison. You can clearly see, something is not right. It became more obvious when I increased the velocity. The motion blur with mantra is excellent, but with arnold it became a mess. Do you have any idea what is happening here?
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Hi I have gone through docs, forums etc and cannot get any kind of motion blur working in Karma. I have added the cache node. I have increased the distance between shutter open and closed to maximise the effect of motion blur. Nothing works. I just want to see motion blur when I change my viewport from Houdini GL to Karma.My other question is the docs say in order to save out you usd geo to motion blur in the future you need to change the data. What data where? I have Multiverse USD install in Maya and for an idiot like me it is super straight forward to see how to export sub-frames for motion blur. How do you do this in Houdini?Screenshot of multiverse usd write from Maya In the example hip file I have taken out my ABC file of a ball rotation ans used something internal instead. No luck all all. https://paper.dropbox.com/doc/Write-USD-Asset-87RXiZG8ex6z7EAh6unM0 windows 10 H 18.0.391 All the best Mark introTo_usd.hipnc
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Hi; I would like to render smoke with motion blur, so I turned on "Geometry Motion Blur" option on "pyro_import" geometry, but it doesn't work. Any idea? Thanks.
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Check out www.cgforge.com for more tutorials. In this quick-tip, we learn about curved particle motion blur whenever you're rendering with redshift. Curved motion blur can be a pretty big deal if you're trying to achieve certain effects, and with Houdini / Redshift, it's pretty easy to accomplish once you know how it works. Thanks for watching!
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Hello, you helpful people, I'm currently doing snow VFX and I'm a bit bothered by the tube-like look of the mantra motion blur. I'm also using VRay quite a bit which has some helpful features to make the motion blur look less sterile, especially two settings, as shown below. The first setting allows me to move more samples towards the centre of the time interval, simulating a shutter that's not instantly opening and closing. The second setting allows me to move more samples towards the front or the back of the interval. Using the two settings combined, I've quite a lot of control over the look of the motion blur. Is there anything comparable in Houdini or are there some tricks to emulate that look? I think I've diligently read what I could find about motion blur and mantra but I couldn't find anything comparable. Thanks in advance! Paul
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Got a Mantra question! I whipped up a test scene to benchmark render speeds on a few different workstations and found a render issue I'd like to solve -- motion blur is adding a lot of dark shading to my image, and I'm not digging it. This is a typical FLIP simulation where I gradually attempt to drown the Stanford bunny; nothing funky or special going on, just a typical fluid mesh and I'm using SESI's off-the-shelf "basic liquid" shader and mantra ray tracing: No motion blur, splashy water around the bunny is looking how I'd like: With motion blur: Why do those areas in the water surface change get so much darker, especially the stuff that shows up down at the water level? From looking at the light exports, the indirect refraction and indirect shadowing both change significantly. ...I tried boosting the reflection and refraction limits, no difference at all... can anyone spot what's happening here? Maybe it's my lights and the shadows? One environment light and one grid light. I could attach the .hip file but you'd have to run the sim AND the meshing again just to see anything (I can't attach the mesh geometry as a file, it's ~90 MB). Anyway, many thanks for any advice you can offer! Houdini 16.5.536, Windows 10 SESI's "basic liquid" shader 1 grid light, 1 env light mantra ray tracing engine -JS-
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Hello node friends! I have kinda of a problem when rendering crowds with motion blur. Since they are packed prims, I cant get my deformation blur to take effect. I'm loading a single rest shape as my base shape for the agent and rig. Then loading 15 fbx with just the animation. So far so good, it simulates the crowd, as all the transitions I need and so on. When it comes to render, I can get all my stylesheets working, but when I try to render with deformation blur, I cant only get it working when the agents are unpacked, any suggestions? I have my blur samples to 16 and geometry motion blur enabled. Sorry if my englando was bad or confusing. cheers
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Happy Friday, I'm trying to replicate this long exposure effect. It was done by taking a series of long exposure shots then re composited in post. I've gotten pretty close by doing a trail and forcing velocity over them to create the blurriness but it's not close enough... I was wondering if anyone had any good ideas or a closer solve for this problem. Any help is appreciated! Thanks,
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Hi, I exported an animation out of Maya using Alembic and imported it into Houdini. I do not see an option to turn on geometry motion blur anywhere. I have tried putting down a trail SOP and timeblend SOP after the Alembic SOP but still get nothing. Any ideas? If anyone has solved this or have a better way of getting animated geometry from Maya into Houdini please let me know. Thanks!
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Here's a problem with Redshift render :S I made particles and wanted to render it. but When I make particles to mesh by using Redshift OBJ Parm(Particles tab -> Render Object as Particles), I can see motion blur on rendering but It cannot be used as geometry light. I set up the geometry light with rslight(change Light type to Are and link Mesh object). So, I copyied spheres to particle points instead using Redshift OBJ Parm, and that moment, I could use it as Geometry light. How could I use both ?? so, problem is 'I want to use particle spheres and wanna us it as geometry light too' Sorry for my poor English and Thanks for read
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Hey, I have time seeking any motion vector pass somewhere in odforce, nothing work as fine for now, so any know the method of get motion vector pass from mantra pbr using all scene animation as alembic, camera moving, etc with houdini 14 ? thanks in advance Carlos
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