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

Date : Tue, 24 Apr 2007 08:47:01 -0400
To : XSI(at)Softimage.COM
From : Kris Rivel <krisrivel(at)gmail.com>
Subject : Re: POST MB vs 3D MB Was Re: lm2dmv shader and reflections question.........
Do you guys have a 64bit version of the LM2dmv shader?

Kris

Guillaume Laforge wrote:
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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