bareja Posted May 27, 2009 Share Posted May 27, 2009 (edited) Hi I have problem with motion blur in renderman, I've created scene where i have two animated objects: The left sphere has animated parameter /obj/geo1/tx, right sphere has animated transform SOP (ex. /obj/geo2/transform1/tx). And when object is deformed in SOP level i can't set up motion blur. What should i do to enable motion blur on deformed objects. Which attribute should i add to geometry to enable motion blur on deformation ? i think i've added all motion blur attributes, but without any resoult: allowmotionblur geo_motionsamples motionstyle ri_shutterclampmotion ri_tracemotion rib_motion01 rib_motionoffset rib_motionscale ri_motionfactor ptmotionblur ri_extrememotiondof ri_samplemotion And in /out/rib1 allow motion blur parameter is on. Please Help. Edited May 27, 2009 by bareja Quote Link to comment Share on other sites More sharing options...
stevenong Posted May 27, 2009 Share Posted May 27, 2009 It's been a while since I've used prman but try increasing the Geo Time Samples on the Renderman ROP to 2 for deformation blur. Cheers! steven Quote Link to comment Share on other sites More sharing options...
bareja Posted May 27, 2009 Author Share Posted May 27, 2009 Hi thanks a lot! Everything works Cheers Quote Link to comment Share on other sites More sharing options...
bareja Posted May 27, 2009 Author Share Posted May 27, 2009 OK, motion blur works but now i have another problem, i'm reading article about 'Point-Based Approximate Ambient Occlusion', and now i should declare display channel: DisplayChannel "float _area", it is possible to do that ? I wanna use bake3d() rsl function. I've found attribute called Display Channels, but it's only for geometry. It is possible to add global ri instructions to my scene ? Please help. Quote Link to comment Share on other sites More sharing options...
bareja Posted May 27, 2009 Author Share Posted May 27, 2009 ok works i just add AOV Quote Link to comment Share on other sites More sharing options...
bareja Posted May 28, 2009 Author Share Posted May 28, 2009 (edited) Hey, another question about Point-Based Approximate Ambient Occlusion, I have strange resoults: When cube is Polygonal geometry: and when it's nurbs surface: But there are still white edges on cube, anyone knows why i have white that wite edges ? I think it's problem with normals scene with extruded ground polygonal grid: Please help. Edited May 28, 2009 by bareja Quote Link to comment Share on other sites More sharing options...
brianburke Posted May 28, 2009 Share Posted May 28, 2009 (edited) Hey, another question about Point-Based Approximate Ambient Occlusion, I have strange resoults:When cube is Polygonal geometry: and when it's nurbs surface: But there are still white edges on cube, anyone knows why i have white that wite edges ? I think it's problem with normals scene with extruded ground polygonal grid: Please help. Hi bareja. The quality of the approximation is based laregely on the density of the pointcloud you feed in, so you might want to dial down the shading rate of your bake pass (or increase the resolution maybe). Also, decreasing the maxsolidangle in your occlusion call will help as well. If this doesn't clear that up, you can try toggling the sidedness of your occlusion call from "both" to "front" which will ignore backfaces when making the approximation. Good luck dude. Edited May 28, 2009 by brianburke Quote Link to comment Share on other sites More sharing options...
bareja Posted June 1, 2009 Author Share Posted June 1, 2009 Hi thank you for really helpful advices. cheers. Quote Link to comment Share on other sites More sharing options...
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