
As will PhysicalRenderers Deformation MotionBlur by the way.Īs this technique requires deeper access to your motion vectors and points you need a source program which gives you this level of access. If you import those three instead of one meshes per frame and set your motionblur range accordingly (so that you are hitting the +/- 0.49 frame meshes when vray looks into the subframes) you tricked vray into finding the right motion for an otherwise static mesh and vrays deformation blur will work. As they are copies of the full-frame mesh you’ve got something with a consistent polycount to work with. This will give you “motion-displaced” copies of your mesh at +/- subframes. Then export your alembic taking care that it actually does write your subframe meshes.Repeate these two steps for every mesh for every frame of your animation.Move the points of those copies by the points motion vector supplied by the fluid simulation in positive/negative direction for the positive/negative subframe copy.Inside Houdini: create a copy of your mesh at subframes +0.49 and -0.49.In order to use Vrays Deformation Motionblur you need meshes with a consistent point count. Setups that require the use of cloners or a large amount of render instancing would need a different setup.Īs you’re using Houdini to write your Alembic file you could do something we did a while ago for a project where we needed motionblur on a fluid simulation (changing point counts on meshes). However - if I’m understanding it correctly, it’s limited to models that maintain a fixed number of points throughout - such as hero characters, objects, and vehicles and in that situation you might even be able to get away with FBX & preserve some keyframes. That’s a great technique, and one that I will definitely make use of in the future! Then the Alembic motion is transferred onto your static mesh. Set the target pose on your Alembic cache. You can import your model without animation into C4D and use a pose morph tag. A+ clients too can’t wait to work with them again.
Ue4 tiltshift full#
Thanks! You can see the full project here which has a bit more of that tilt shift effect which was very intentional otherwise those shots were just boring as all get out. Love the tilt shift DOF–looks like little toy tanks. Have nothing to add to this thread–but thats some nice work there Luke. In this case, Vray motion blur was the best option. Here’s another example that I’m rendering out as I type, with a lot of intertwined, fast moving parts that would result in gibberish if I had tried it with RSMB. So RSMB was helpful, but it does have it’s limitations. In that particular case, i could have just rendered the whole shot out with Vray Motion blur successfully, but I was working against the clock and this was speedier. I tried it at first as one beauty pass, but there was a huge ugly fringe around each barrel, as well as on the right side of third (farthest) tank as the camera whips around the second tank. I own RSMB as well, as do use it when I can - but there are many situations in which it fails greatly - such as when an object (or objects) is moving a great distance between frames, or when the camera is moving quickly around a foreground object with a lot of parallax between that foreground object and the background scene - resulting in a very visible fringe around the foreground object that is quite undesirable.įor instance, in this WIP shot, I had to render out four different passes in order to get quality RSMB work - the background, tank 1, tank 2, and tank 3. I use the RSMB plugin with my old AE CS6. Usually when I want motion blur I don’t bother with it in 3d.
Ue4 tiltshift how to#
If you figure out how to get it working, I’ll be the first to use it!


So this lack of ABC support makes sense to some degree. I can remember stefan from the Vray team lamenting about C4D’s internal motion blur code, and how the Physical renderer’s mo-blur is just an elaborate hack (as is the VrayforC4D motion blur). However, I cannot create a setup that that allows me to bake out an alembic from Houdini & render it in C4D with motion blur (via Vray or physical renderer). I can also bake out an alembic in C4D, import it into Houdini, and have great motion blur. I can very easily bake out an alembic file from Houdini, re-import it into Houdini, and have great motion blur inside Houdini. Didi you enable “Use Motion Blur” on your alembic rop in Houdini? I think that should work in C4D?
