Re: POST MB vs 3D MB Was Re: lm2dmv shader and reflections question.........

Date : Tue, 24 Apr 2007 08:00:15 +0200
To : XSI(at)Softimage.COM
From : "Steffen Dünner" <steffen.duenner(at)googlemail.com>
Subject : Re: POST MB vs 3D MB Was Re: lm2dmv shader and reflections question.........
Sometimes it's useful to render out the sequence without motion blur
and then create a new pass where you camera-map this sequence onto the
same geometry but using e.g. a constant shader. Then render out this
pass with 3D motion blur active, the Rasterizer often gives very fast
and nice looking motion blur results.
This usually works very well in situations with heavy motion blur.

2007/4/24, Kris Rivel <krisrivel(at)gmail.com>:

The post MB approach works great most of the time but there are instances where it does not work well and 3d MB is better.

 I also sometimes have to use real 3d DOF too in cases where you have heavy
DOF and you need to see the objects behind extremely blurred foreground
objects.

 Kris


El Espiritu VFX wrote:

Guys,

LM2D_MV works ok for us when doing simple things, but for some stuff we find
it really less acurate than 3d motion blur.
It's the way it happens or are we using ReelSmart on the wrong way.

We tried with MB Channel and ReelSmart and the results seem to be the same,
just a little better.

Any comments are welcome,
Thanks,
Nacho




2007/4/22, Luc-Eric Rousseau <lucer(at)softimage.com>: > > > > Motion vectors are not in reflections. > > But you can get good motion blur with > RealSmart MotionBlur without giving it > any motion vectors at all, it calculates > the motion from the optical flow of the > sequence. > > -----Original Message----- > From: owner-xsi(at)Softimage.COM on behalf of Rob Wuijster > Posted At: Thu 4/19/2007 9:26 AM > To: XSI(at)Softimage.COM > Posted To: xsi > Subject: lm2dmv shader and reflections question......... > > Second try, first email seems to be stuck in cyberspace somewhere.... > > Hi all, > > A quick question here, can you render out a reflection of an object with the lm2dmv shader assigned? Think of a rotating cube over a reflective ground floor. > The cube has the lm2dmv shader assigned, the groundfloor is just reflecting. > When rendered the cube has a different (color) rendered result than the one reflected in the floor. The reflection looks a bit like a negative > > Anyone on this, or is this just not possible with the shader and is my alternative just render the motion blur out in one "go"?? >




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