chang Posted March 14, 2003 Share Posted March 14, 2003 Hi, guys I'm having a hard time to motion-blur a deforming metaball. metaball pop | / copy | convert | trail Node like this doesn't work at all cuz the point-count is varying on time. Any suggestion for metaball motion blur ? Quote Link to comment Share on other sites More sharing options...
Jason Posted March 14, 2003 Share Posted March 14, 2003 Your particles should already have a velocity attribute on them. There is no need for a Trail SOP at the end. On that note, I wish SESI would enhance the Trail SOP to support computing velocity by point ID. Quote Link to comment Share on other sites More sharing options...
chang Posted March 18, 2003 Author Share Posted March 18, 2003 Thanks Jason. But in this case of metaball, metaball letter I copied metaball to particle template / convert to poly / subdivide which leads to no way for motion blur, I think.. So I'm looking for an alternative way to make a volume which can be motion blurred. Does volume shaded things can be motion-blurred ? Quote Link to comment Share on other sites More sharing options...
old school Posted March 21, 2003 Share Posted March 21, 2003 I copied metaball to particle template / convert to poly / subdivide which leads to no way for motion blur, I think.. You need to go to the Attributes folder and turn on "Copy Template Point Attributes" and leave the default "*" option. If all you want to inherit is just the velocity, then replace the "*" with "v". Note that you can inherit color as well to actually have the metaballs blend color as well. Actually, this is a great way to prove to yourself how the velocity attributes are distributed. Now any subsequent SOPs will show that there are velocity "v" attributes present (RMB on the sop icon). Converting them to polys inherits all attributes as per the Houdini ultimate design rule "preserve attributes no matter what". The last thing to do is change, at the object level Render folder, the object's motion blur setting to use velocity attributes. Don't worry as using velocity attributes takes in to account object transformations and camera transformations. You can also set the global render behaviour in the output render driver the same way as in the object. This would be the "+" button to pop up the GUI to define the mantra render command. So I'm looking for an alternative way to make a volume which can be motion blurred. Does volume shaded things can be motion-blurred ? Look at i3d volume rendering. In the latest release of H6, this is now somewhat supported. This will also incur the overhead of learning i3d volume rendering in houdini, which is not that bad. Quote Link to comment Share on other sites More sharing options...
chang Posted March 22, 2003 Author Share Posted March 22, 2003 Oh my g. There was a way ! Thank you, old school ! I'm running to play with that method. Quote Link to comment Share on other sites More sharing options...
chang Posted March 24, 2003 Author Share Posted March 24, 2003 Hm, It's so tough to make it motion blur. I tried what you suggested. But in vain. Can you spare some time to check this hip file? Attached is 6.0 apprentice hipnc file. metaballmb_1.zip Quote Link to comment Share on other sites More sharing options...
chang Posted March 24, 2003 Author Share Posted March 24, 2003 (angry to myself) Problem solved. When I converted the metaball to polygon, it just worked okay. Thanks again to oldschool. Quote Link to comment Share on other sites More sharing options...
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