TomRaynor Posted June 23, 2013 Share Posted June 23, 2013 I have a particle fluid surface that is being generated around some scattered points and those scattered points are moving on a deforming surface. I want to render with motion blur, the resultant mesh generated by the particle fluid surface. I am getting weird results and the motion blur is all over the place. I am using a trail SOP after the particle fluid surface and using geometry velocity blur. I believe the problem is that because the point count of the generated mesh is changing every frame, the trail is totally freaking out because, for example, point number 5 might be somewhere on frame 1 and somewhere completely different on frame 2 because of the changing point counts. It must be possible to motion blur something like this. Anyone able to help with some suggestions? Thanks! Quote Link to comment Share on other sites More sharing options...
CeeGee Posted June 24, 2013 Share Posted June 24, 2013 (edited) Hi Tom, You can try this scene, you need to measure your geometry, on first frame, and use that AREA attribut in scatterSOP, then everything is fine. I hope this help. Igor deform_scatter.hip Edited June 24, 2013 by CeeGee Quote Link to comment Share on other sites More sharing options...
TomRaynor Posted June 24, 2013 Author Share Posted June 24, 2013 Aaah, I was scattering using a painted attribute before anyway so the scatter wasn't changing its point distribution it was just that I applied a trail SOP after I meshed the points instead of applying it to the points and having the mesh inherit the velocity attributes from the scattered points. Silly me... Cheers Igor! 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.