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How to make a velocity layer in hou13


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I was having the same question right now :))

at the moment, I am rendering my usual passes in Houdini, then cache out and render the velocity in 3dsmax, MR, as I know the output there and how to use it...

it would be nice to do it in Houdini though :)

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  • 3 weeks later...

hi Marty,

 

but that´s a velocity pass, not a motion vector pass, is it?

 

I mean, I´m still using the method of subtracting the GetBlurP from one frame of the previous one...I understand that´s still the current method?

 

Then again, it´s not clear what people wants. Some of them ask for velocity and others for a motion vector...

Edited by Netvudu
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marty, Netvudu, could you possibly enlighten us on the motion vector pass as well ?

 

GetBlurP ?..

 

 

I mean, I´m still using the method of subtracting the GetBlurP from one frame of the previous one...I understand that´s still the current method?

 

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  • 2 months later...

Hi !

I hope this post is still alive :)

Given that the point velocity attribute is already on the geometry I am rendering, 

the way I've always exported my velocity pass is simply binding "v" into a mantra material builder, transforming from "world" to "camera" ("direction" mode) , sometimes multiplying by 1/24 and exporting.

 

In general I use this pass to add motion blur in comp via Nuke, and it seems to work quite well.

 

I 've seen several threads about exporting velocity and I am pretty sure I am missing something, cause in general people use more elaborated ways to do that.

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There is an issue with this, in that the camera velocity is not taken into account... This a problem if the camera is moving with the object, and numerous other situations :( ... on my list of things to look at properly, but I think it will probably involve sidefx support/fix. Its a problem whether you are exporting vectors or even rendering 3d blur.

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