tomhanks Posted October 6, 2009 Share Posted October 6, 2009 (edited) I read in the manual about the limit steps for delayed load shader motion blur, it seems it only calculates 2 geometry steps to do deform motion blur. I have a scene that my point instances make a curve but the motion blur doesn't render right because it needs a bigger step number to calculate the motion blur. Is there a way around it? Or I'll have to stick to this limit? Sorry the bad English. Edited October 6, 2009 by tomhanks Quote Link to comment Share on other sites More sharing options...
tomhanks Posted October 8, 2009 Author Share Posted October 8, 2009 Here is my problem. I used a particle system using point instances with delayed loader shader, the particle is using a path position to make then ride around a circle. The motion blur is linear not curved, it doesn't follow the movement of the instances. I tried to render with more than 2 Xform samples, doesn't render right, more samples less motion blur. Any Ideas? Quote Link to comment Share on other sites More sharing options...
tomhanks Posted October 8, 2009 Author Share Posted October 8, 2009 I solved part of the problem increasing the oversampling on the popnet node, if I render directly from popnet it works but the problem now is that I am not getting the same results from a cached file. What is the correct way to save a and load a particle cache with the subframe information correctly? Quote Link to comment Share on other sites More sharing options...
tomhanks Posted October 9, 2009 Author Share Posted October 9, 2009 Any ideas to make it work? Quote Link to comment Share on other sites More sharing options...
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