jimmay Posted May 27, 2017 Share Posted May 27, 2017 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 Quote Link to comment Share on other sites More sharing options...
jimmay Posted May 27, 2017 Author Share Posted May 27, 2017 I had the idea to look up "deformation" motion blur, as I wondered whether SOP-level animation is actually "deformational"... That was it; found the answer here: https://www.sidefx.com/forum/topic/20849/ Quote Link to comment Share on other sites More sharing options...
jkunz07 Posted May 28, 2017 Share Posted May 28, 2017 http://www.sidefx.com/docs/houdini/render/blur Quote Link to comment Share on other sites More sharing options...
tinyhawkus Posted June 5, 2017 Share Posted June 5, 2017 Any time a point moves inside SOPs context it is classed as deformation, just like a character mesh. At OBJ level it's transforming. So Xform samples relates to OBJ motion, including camera motion. Geo samples are for deformation. So if you have SOPs level movement of points but your camera isn't animated, you can leave Xform samples at 1. Quote Link to comment Share on other sites More sharing options...
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