#Vpost Mblur
10 messages in this thread
Hi,
When using Scene Mblur the "Consistant render" is lost. (Consistant render
meaning the fact that an unchanged (3D) background will be represented by the
same pixelization every frame if no lights (or the camera) are moved.)
I'm getting some serious crawl in my shots, and Scene Dithering is set to
zero. I do use 24-bit dither, but not 8-bit dither, and that doesn't affect the
non VP Mblurred shots)
On another note.
I hope you won't forget 8-bit when you go to NT. I've become a huge fan of
high frame rate, and I am glad to give up 24-bit, high res, for consistant,
smooth, high rate, synchronized playback (and smaller files).
And what about 2D support? I love AniPro, and will miss it dearly when [we]
move to NT. I expect we'll have to rely on Autodesk to handle pulling AAS
together by the time R5 comes out, or find our own solution. (Though I expect
AAS to be a good product eventually, it's just too young to be out in public.)
Thanks,
– Ron
Hi Ronald,
<< When using Scene Mblur the "Consistant render" is lost. (Consistant render
meaning the fact that an unchanged (3D) background will be represented by the
same pixelization every frame if no lights (or the camera) are moved.) >>
If you have a reproducable case, please upload it to the library with the
keywords "Problem File for Review".
>>If you have a reproducable case, . . .
Thanks, I just put it up to this Library. It is not not difficult to
recreate, just render anything still (a fogged background) with VP motion blur.
– Ron
Hi Ronald,
<< >>If you have a reproducable case, . . .
Thanks, I just put it up to this Library. It is not not difficult to
recreate, just render anything still (a fogged background) with VP motion blur.
>>
I spent some time on this today. And have a few questions. Were you seeing the
crawling effect while viewing *.tga video output or in the *.flc file. If it
was in the *.flc file, did you use a custom palette?
Scene motion blur as defined on pg 8-137 tries to accentuate motion especially
if the camera is moving while object motion blur, pg 8-72, adds an addition
blur to individual moving objects. In your project file, nothing is moving. In
this case, you could render one frame and use it in video post as a bitmap
entry for as many frames as needed without the overhead of rerendering.
jonas[adesk]
Hi Jonas,
You can call me Ron, I just never change my name when I join forums.
>> Were you seeing the crawling effect while viewing *.tga video output or in
the *.flc file. If it was in the *.flc file, did you use a custom palette? <<
I was viewing the flic file. And it occurs with both High and Custom palettes.
>>Scene motion blur as defined on pg 8-137 tries to accentuate motion
especially if the camera is moving while object motion blur, pg 8-72, adds an
addition blur to individual moving objects. In your project file, nothing is
moving. In this case, you could render one frame and use it in video post as a
bitmap entry for as many frames as needed without the overhead of
rerendering.<<
That was just the simplest example I could create to show that it happens. (I
use compositing whenever possible.)
Yes, I use Object motion blur when I can. That's probably why I have taken
this long to find this.
Sometimes I want more than 8 iterations of an object to create the blur.(!)
And many times the camera is not moving at the start or end of the shot. – And
yes, I can use a bunch of entries in VP to change and eliminate the Mblur
(rather involved for a long shot). But with the difference between the
dithering attained from VP Mblurred shots and frames without it, the animation
will have a "pop" in it when I switch to the blurred version, which you want to
do when the camera is moving slowly, so as to avoid _that_ pop, . . and it just
takes more set up time.
I have been extremely pleased the way 3DS has always put out consistant
renders to keep Delta compression high, and was concerned to see that not
available with a favorite feature of mine. If it's not easy to fix, it may not
be worth it. (It's not that easy with many SGI packages, you have to turn
Jitter off & use full anti-aliasing (oversampling). . . tick . . tick . .)
Thanks,
– Ron
Hi Ron,
<< . And it occurs with both High and Custom palettes. >>
Well, I rendered the animation from video post with no background and alpha
turned on. I then loaded a background and rendered a single frame of the object
with scene motion blur to a GIF file. I then composited the background along
with the prerendered images using the GIF as a custome palette. I did not get
any crawling effect.
jonas[adesk]
>>Well, I rendered the animation from video post with no background and alpha
turned on. I then loaded a background and rendered a single frame of the object
with scene motion blur to a GIF file. I then composited the background along
with the prerendered images using the GIF as a custome palette. I did not get
any crawling effect. <<
I'll re-check and send in a file from work (simplified), that created a
problem for me in production.
– Ron
As Jonas said, you should send a reproducible case to him so he can
analyze it. Re 8-bit, it'll be a long time before paletted displays
are obsolete. Re and NT version of AAS… I'm _very_ confident that a
32-bit version of AAS is going to be a competent adjunct to 3DS/NT.
By this time next year, folks will be doing amazing things for
Siggraph '96 with the both of them.
>>it'll be a long time before paletted displays are obsolete.<<
I'm glad to hear you see a future in 8-bit.
>>I'm _very_ confident that a 32-bit version of AAS is going to be a competent
adjunct to 3DS/NT.<<
Your right, a 32-bit version of AAS will be excellent, I just can't
use AAS over AP right now, with the speed difference being so
painfully obvious.
>>folks will be doing amazing things for Siggraph '96 with the both of
them.<<
And maybe I'll have something to show that I actually have the
rights to! <g>
Have you considered having AAS and 3DSR5 share information? (like
Plug-ins for VP that can also be used (as filters?) in AAS, or AAS
reading animation channels recorded with an image sequence.)
– Ron
Maybe once everything's a 32-bit app, running on NT, things might start to
converge.
– G