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Found 31 results

  1. Modulating Motion Blur

    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
  2. 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-
  3. 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
  4. 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,
  5. Redshift and Particle Render

    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
  6. I did a simple test to double check motion blur with force matte objects and compositing separate passes together in houdini. Rendered a horizontal tube with a torus as object matte. Comping tube over torus is not good: you can see some of the background. Did this ever work?
  7. Hello all, I'm trying to get Motion blur from a flip fluid sim that I Export from houdini and I Import in Cinema 4d. After researching I came to the conclusion that I could probably achieve that with the subframe cache workflow. Can someone please clarify this workflow to me ? thanx, Ioannis.
  8. Motion vector pass for pyro

    Hi GuysI faced a problem recently while rendering out my motion vector pass for pyro.I had cached out my pyro sim with a vel multiplier through volume vop as I did not want to change the shutter offset value more than 1 as it was giving me some artifacts.While rendering the motion blur what I get is fine as I have already a premultiplied velocity in my pyro cache.the issue is when I try to get a motion vector in my aov mantra doesnot show any info when I switch off the allow image motion blur option.When I keep it on then I get to see the aov. Strangely if I keep the allow image motion blur option switched off and put a value of shutter offset 1.1 then mantra starts showing the aov.I fail to understand this as I had already had vel multipler vop while caching it out and thus I dont need any shutter offset value(its at default value 1).NOTE: I tried h14 and h16 all same results.(just thought maybe due to some bug issue)Please advice.
  9. Motion Blur Fluid Source Particles

    Hey! I am trying to use particles as a source for pyro. For some reason the motion blur (from fluid source node) is not working as it should. I added a trail sop (to see what it would look like) and I am getting weird results. The first photo is with out the trail sop. Next photo is with it on. Clearly something is not right. You can see the same effect by viewing fuel as a slice and blurring it. What am I doing wrong? The particles were cached with velocity attribute. I also included the scene. thanks particleblur.zip
  10. Hello everybody, Here is my first post so I will present myself in few words. I'm Thomas Renault, FX teacher in ESMA school (France). I'm using Houdini since two years now and I enjoy it more and more everyday. First of all I would like to thanks all the community and SideFx team for feeding us continually with documentation and tutorials. That's the first time I post in odforce because I uselly search and find my answer without requesting anyone. Here is my problem : I tryed to render volume in renderman (21,4) for Houdini (16) with motion blur without sucess. I found this on pixar documentation : https://rmanwiki.pixar.com/display/REN/PxrVolume but no fonctionnal blur at all in houdini... Any advice ?
  11. Hi all, I have a helicopter rig from Steve Knipping's Rigids III which uses an animated transform node to set up rotation on helicopter rotors prior to going into a rigid body sim. For reasons I can't figure out, this type of animation doesn't show the correct rounding in motion blur. As seen in attached pic, the geometry animated at scene level (in light red) has the correct rounding, but the white one animated at SOP level with Transform does not. What am I missing? rotationalmoblur.hiplc
  12. how to create the effect where the trail created by motion blur is faded off instead of being solid through out. in renderman it's achieved with shutter effects, but i could not find anything similar in mantra. Please help.
  13. Is there a way to calculate the angular velocity from spinning points that only hold "N" "v" and "up", without using the trail SOP?
  14. Houdini FX 15.0.313 Im working on a scene where two characters are being hit with a stream of water (particles) and I cant seem to get what im looking for. When i set the particles to die when they hit the ground plane or even just change their life expectancy the motion blur becomes very sporadic as if the particle system is being affected by a noise filter. With the particles set to full life expectancy and the collision detector removed I get really nice motion blur but too many particles that stay way too long. Is there a way to get accurate motion blur without running into this issue? waterSpray_point.hip
  15. Sporadic Particle Motion Blur

    Houdini FX 15.0.313 Im working towards creating a stream of particles that hits two characters in the scene, mimicking water from a small hose at high pressure. Everything looks great in the view port but when I render the motion blur is sporadic and showing up as if the particles have very jittery motion when all they should be doing is travelling in one general direction. I tried using a trail node to generate velocity data but it doesnt seem to fix the issue. Any ideas as to what is causing this? Any way to get around it? waterSpray.hip
  16. Hi guys I have a flip tank simulation from ocean surface and it has a displacement map created from the ocean below. So as I render the flip object with mantra when "Allow Motion Blur" is off everything is OK but when I turn on the "Allow Motion Blur" it can not create the displaced geometry in render time and it takes for ever although cpus are on 100% load. And I should say the "Allow Image Motion Blur" is off and I just want motion vector pass from rendering. I tried different rendering engines and raytrace motion blur but no change. I try to create a small hip from that now. I would be really thankful if you can help me with this problem. Update: I added hip file and sorry for the size. ForumFiles.rar
  17. Hi, I dont know why but I cached something, added a timeblend and even if i put my xform / geo time sample higher i see only 4 steps. timeblend works great (tested) Mantra THNX
  18. Motion blur in front of area light

    I am trying to create motion blur on a rotating object which is placed in front of an area light. What's missing to get it working? vent.hiplc
  19. NEW TUTORIAL: Alembic Vector Motion Blur Tutorial- A Houdini, Maya, Arnold and Fusion or Nuke Workflow Thanks for watching and Sharing! If you have any suggestion, please come them in! Thanks
  20. 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!
  21. vrayproxy motion blur

    I do import particles in the alembic to render using vrayproxy. Why particles have no motion blur? motion blur.zip
  22. Smoke motion blur from alembic

    I am having a problem with getting continuous smoke emitting from an object. The emitter object is parented to an imported (and animated) alembic file which is moving quite fast. To try and rectify this I watched Peter Quint's videos on smoke in H12, and in the second video (the part on moving objects and motion blur) he mentions that to activate motion blur the animation (of the emitter object) should be on geometry level as opposed to the scene level. Could it be that my motion blur (and essentially continuous smoke) is not working because the animation is coming from the alembic file? And if there is another way to get continuous smoke emitting from a fast moving object (like smoke "substeps") please let me know =/ Thanks!
  23. Whitewater workflow for Maya

    Hello, I think I've just blown my head trying to figure out a solution for this but I hope you can help me I made a simulation of water and whitewater in Houdini and then used alembic to send the mesh to Maya for rendering. The whitewater particles were sent via the Realflow connectivity plugin in .bin format. Maya had no problem opening both the water mesh and the whitewater particles, but my problem is that Maya can't compute any motion blur, I think this is because the files I exported do not have any motion vector information in them. Is there any way I can export this information and use it in Maya? To export the water mesh, I created the simulation and then I exported it to .bgeo sequence from the import node, then I re imported the .bgeo sequence in a new geometry file and created the mesh using the "particle fluid surface node" and from there I connected a ROP alembic output node. To export the white water I got into the whitewater source node and in that level I created the RF Particle Export node and in it's properties I referenced whitewatersource.cache in the SOP Path Also, I saw a video where v-ray proxy import is used to generate motion blur with some realflow mesh with the same problem, I don't know if I can do the same in Arnold, which is what I'm using for rendering. I'm quite new to the software but I'm loving it, if you can help me I'll appreciate it. Thanks.
  24. Hi! I have pyro sims on the disk, including vel fields, using .vdb file format. I use a point instance procedural to load the caches. The points are not moving, no point velocity. I need rendered 3d motion blur on the fluids coming from each instance`s velocity field. Is it possible? Thank you in advance! Cheers
  25. 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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