Benyee Posted February 11, 2012 Share Posted February 11, 2012 I have a pyro sim,and I want to render a motion vector pass of the volume elements used by RSMB in Nuke,how to set up,thanks. Quote Link to comment Share on other sites More sharing options...
fayal Posted February 6, 2013 Share Posted February 6, 2013 same problem hope anyone can help. Quote Link to comment Share on other sites More sharing options...
almatea Posted February 6, 2013 Share Posted February 6, 2013 you can use deep compositing, deep camera map image although if your smoke has hi density you can just use vel primitive for setting color attribute in your shader Quote Link to comment Share on other sites More sharing options...
fayal Posted February 6, 2013 Share Posted February 6, 2013 thank you vladislav very useful tip. Quote Link to comment Share on other sites More sharing options...
Neil78 Posted February 7, 2013 Share Posted February 7, 2013 Hi - i found this method in your shader (pyro or whatever) get 2 getblur nodes. Hook up 2 constants in their inputs - one set to zero the other set to 1. Now subtract getblur 0 from getblur 1. Finally export as a direction vector attribute called whatever ( motionVector) Render your AoV of 'motionVector' In Nuke - shuffle your rgb motionVector data, ( or whatever you have it as) into Nuke's motion channel. Now normalise the data. I use 'MV2Nuke' - get it on Nukepedia. Throw this into Nuke's vector blur. Thsi works for me very well. 1 Quote Link to comment Share on other sites More sharing options...
fayal Posted February 8, 2013 Share Posted February 8, 2013 thank you , it not work for me!!! any example for your method. Quote Link to comment Share on other sites More sharing options...
Neil78 Posted February 9, 2013 Share Posted February 9, 2013 thank you , it not work for me!!! any example for your method. Hi Fayal - basic hip attached. It just has a a pyro shader with the motion vectors export set up inside of it - as well as a mantra rop with the AoV set up i created. Regardign the AOV setup - In Nuke i tend to re-render the houdini EXR's as seperate exr passes in just RGB - Remeber to normalise the motion vectors in Nuke before using the vector blur. motionVectors_Setup.hip Quote Link to comment Share on other sites More sharing options...
fayal Posted February 10, 2013 Share Posted February 10, 2013 thank you again Neil Scholes. Quote Link to comment Share on other sites More sharing options...
mohit Posted May 8, 2015 Share Posted May 8, 2015 Regardign the AOV setup - In Nuke i tend to re-render the houdini EXR's as seperate exr passes in just RGB - Remeber to normalise the motion vectors in Nuke before using the vector blur. Being new to Houdini Could you help me by providing explaination why do we need separate masked exr in 16 bit ? And How and why we need to convert it in RGB and latter normalise it? Do I need scattering pass if I am using volume light? Also how does it help turning on "Motion Blur" and "Depth of field" option in sampling for motion vector pass.(It's on in your file) Quote Link to comment Share on other sites More sharing options...
waterzhou Posted August 8, 2016 Share Posted August 8, 2016 (edited) hi...arnold can render the pyro motionVector? i do not know how can i get it,who can help me,please!!!! Edited August 8, 2016 by waterzhou 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.