Are you using a 16 bit RGBA format ? Be careful to not set the
"Normalise" parameter too low or you will "cut" some informations.
Using a 16 bit format, you can keep "Normalise" larger than the "Max
Displace" logged by mental ray.
Then in the RSMBVectors node in your comp, set the "Max Displace" value
to the "Normalise" value from the lm2DMV and just use the 'Blur amount'
parameter to control ... blur amount.
I used this shader very often before without doing exactly this way, and
I can say it works better like this.
Of course, it is not the same than a 3d motion blur and it will failed
with rotational motion like wheels, or butterfly wings (fast rotation
with some transparencies...).
1/2
Guillaume Laforge | La Maison
El Espiritu VFX a écrit :
> 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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