asnowcappedromance Posted October 4, 2011 Share Posted October 4, 2011 Hi guys, I'm having trouble creating a Motion Vector Pass for a rendering that needs to go out very soon. (1h ago) I installed the RSMB Motion Vector Otl from Houdini Exchange (Houdini Exchange) and it worked fine for objects that are moved in OBJ Level. As soon as I try to apply the same shader to particles (that are moving in local object space) the shader stops working and outputs the same green color information no matter where and when in the sequence. Any ideas? btw there's a sample file attached!! Thanks, Manu MotionVector_test.hip 1 Quote Link to comment Share on other sites More sharing options...
mdunkley Posted October 4, 2011 Share Posted October 4, 2011 (edited) Hey Manu, looks like a two-part issue. First off, you'll have to transfer the particles' velocity attribute to your sphere geometry in the copy sop. For this, just click on "use template point attributes" in the Attribute tab. Now that the spheres have a v attribute, you'll have to enable "geometry velocity blur" on your Obj, under the Sampling tab. This tells mantra to use the v attribute in calculating motion blur for that object. Fix those things and I think you should be set. Hope that helps, mike Edited October 4, 2011 by mdunkley 1 Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted October 4, 2011 Share Posted October 4, 2011 http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=73319&sid=18089bb210de9bfa37e540113af392a4 This thread have more info on the shader from the exchange and an outline by Jason on how it should be done. 1 Quote Link to comment Share on other sites More sharing options...
asnowcappedromance Posted October 5, 2011 Author Share Posted October 5, 2011 thanks for the tips !!! already got it working, appreciated!!!! regards, Manu 1 Quote Link to comment Share on other sites More sharing options...
poppy Posted October 7, 2011 Share Posted October 7, 2011 somehow I can't get the exchange RSMB shade to work test_movect.hip 1 Quote Link to comment Share on other sites More sharing options...
xtimmyx Posted November 25, 2011 Share Posted November 25, 2011 somehow I can't get the exchange RSMB shade to work I've updated my shader on the Exhange to work with Houdini 11 now. Enjoy. And let me know if you run into any problems. Cheers! 1 Quote Link to comment Share on other sites More sharing options...
rjq Posted February 24, 2012 Share Posted February 24, 2012 I've updated my shader on the Exhange to work with Houdini 11 now. Enjoy. And let me know if you run into any problems. Cheers! Do you have a version for 11.1? 1 Quote Link to comment Share on other sites More sharing options...
xtimmyx Posted February 24, 2012 Share Posted February 24, 2012 Do you have a version for 11.1? It should be working for 11.1 as well though I haven't tested. Let me know if it doesn't and I'll try it out when I get home from work on my own box with 11.1. 1 Quote Link to comment Share on other sites More sharing options...
Sifis Posted February 24, 2012 Share Posted February 24, 2012 (edited) It should be working for 11.1 as well though I haven't tested. Let me know if it doesn't and I'll try it out when I get home from work on my own box with 11.1. Sure it does and it is 100% compatible with Nuke vector blur too. You just have to set the default value of "vector blur" node from uv= 0 to uv= -0.5. This is essential in order to compensate for the negative float values "vector blur" requires to blur pixels moving from right to left. Thank you xtimmyx for this! Edited July 29, 2012 by Sifis 1 Quote Link to comment Share on other sites More sharing options...
rjq Posted February 29, 2012 Share Posted February 29, 2012 It should be working for 11.1 as well though I haven't tested. Let me know if it doesn't and I'll try it out when I get home from work on my own box with 11.1. Got it working. Turns out it there were some permission issues on the directory where OTL's are stored. Thanks for the help. 1 Quote Link to comment Share on other sites More sharing options...
poppy Posted April 12, 2012 Share Posted April 12, 2012 Got it working. Turns out it there were some permission issues on the directory where OTL's are stored. Thanks for the help. Thanks! If not too much to ask, any chance with H12 and/or particles? 1 Quote Link to comment Share on other sites More sharing options...
csp Posted April 20, 2012 Share Posted April 20, 2012 (edited) Sure it does and it is 100% compatible with Nuke vector blur too. You just have to set the default value of uv= 0 to uv= -0.5 to compensate for the negative float values nuke needs to blur pixels moving from right to left. Thank you xtimmyx for this! Hi sifis, for some reason I am getting the object blurred even when it is not moving. In Houdini the threshold is 1 and in Nuke I had a down a Vector Pass as you said and I have to increase the multiply parameter to get some blurring but as I said it is always blurred an not based on the real movement. Please see attached nuke file here: mblur.tar Edited April 20, 2012 by cparliaros 1 Quote Link to comment Share on other sites More sharing options...
vi_rus Posted April 21, 2012 Share Posted April 21, 2012 You can also use V attrib from geometry. When topology is changing it's only single option. I've tested that scene with rsmb in AE and it works fine. rsmb_vectors_from_v.hip Quote Link to comment Share on other sites More sharing options...
Sifis Posted April 21, 2012 Share Posted April 21, 2012 (edited) Hi sifis, for some reason I am getting the object blurred even when it is not moving. In Houdini the threshold is 1 and in Nuke I had a down a Vector Pass as you said and I have to increase the multiply parameter to get some blurring but as I said it is always blurred an not based on the real movement. Please see attached nuke file here: mblur.tar Hey Christos, try this setup and let me know. mblur_fix Edited April 24, 2012 by Sifis Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.