Re: motionblur...AGAIN

Date : Wed, 7 Nov 2007 13:44:41 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: motionblur...AGAIN
Hi Francois,

got up this morning and realized you had posted
the AA1|1 Triangle1|1 settings some months ago
allready. Including the explanation. On this list.

Thanks for that. I´m still sure it´ll come up all over
again, there´s loads of things that need to be tweaked
right to get the motionblur/MV only as desired but
you´ve provided good info.

Ideally, some day one will just have to fire up the
help to find relevant info about how to get mR to
behave as desired, until then, I have your posts marked.
(along with quadrillions from others, too...)

Cheers

tim
----- Original Message ----- From: "Francois Lord" <xsilist(at)francoislord.com>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, November 06, 2007 7:37 PM
Subject: Re: motionblur...AGAIN



To reproject on displaced geo, use a implicit camera projection and render with rasterizer.

Votch wrote:
I've ran into the same problem with sampling and filtering. No matter what you try the re-projected output is softer. Even when doubling the resolution of the first pass will result in massive loss of detail in the MB pass. That combined with the inability to re-project correctly on displaced objects and the issue with self occlusions has ruled out the solution for fast moving character work.

However, on TheMist I was able to get reasonable rendertimes with true 3DMB. Average frame time was 13 min for creature shots with SSS, AO, and fully buffered passes. It's possible, but it's a TON work.


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