[Sidefx-houdini-list] uv transformation - motion blur
claude.akabane at gmail.com
Wed Mar 11 15:04:33 EDT 2015
Couldn't you also just try and use the offset speed to compute v? I'd imagine the sliding has animation right? So it can start and stop. Well, you can compute the difference in offset between 2 frames, normalize and multiply arbitrarily for the amount of moblur desired? Of course using "v" means you have to te the geometry to use geometry velocity for motion blur
> On 11 Mar 2015, at 18:28, Larry Giunta <larry at gcreativestudios.com> wrote:
> Hello all,
> I wonder if I'm overlooking a straight forward way to render a sliding texture with motion blur?
> I'm working on a shot for a spot where the paper/tape of an adding machine needs to flow out quickly …. but in stops and starts.
> I could use a creeping surface so I can compute velocity….
> But sliding the UVs feels a lot lighter and quicker to work with.
> Just not exactly sure how to convert that motion into some velocity value that mantra will recognize.
> I've addressed this issue in the past ( in a crunch ) just by blurring the texture horizontally.
> But the required stops and start in the paper flow here make that a bit more cumbersome to deal with.
> Anyway …… thanks as always for any thoughts.
> Sidefx-houdini-list mailing list
> Sidefx-houdini-list at sidefx.com
More information about the Sidefx-houdini-list