[Sidefx-houdini-list] uv transformation - motion blur
larry at gcreativestudios.com
Wed Mar 11 17:05:59 EDT 2015
Thanks for the quick feedback everyone.
This certainly gives me some options to work with.
Right off the more direct simply options ( checking "geo velocity blur" on ) and the like didn't seem to work.
With ray trace rendering anyway.
I am getting some form of motion blur playing around with more involved methods, But it's not quite right yet.
I thought I had it at one point …. but then I realize I was still getting blur even when the animated texture was at a hold point.
Got to give it a bit more time but I think the idea Emanuele seems to be pointing to below is on the right track for my needs.
If I can get this method working correctly I think it will give me the procedural flexibility I'm looking for …. especially as
I continue to revise and tweak the speed of the motion moving forward.
Thanks again for all the input everyone.
Very much appreciated.
On Mar 11, 2015, at 3:04 PM, Emanuele Paris <claude.akabane at gmail.com> wrote:
> 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.
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