Phoenix fd motion blur




















No difference if I restart max. Svetlin Haven't boosted the Motion Velocity multiplier. The Grid Velocity is exported. When I first created the grid and ran the sim, everything looked correct. Once I closed max and reopened the file is when everything is messed up even though I made no changes. I just changed my shutter speed from to and it started to look correct.

If I leave the shutter speed at and change the Phoenix motion blur multiplier in the render section even as low as. It doesn't make sense though that before I closed the file it worked with my original camera settings, but not when I reopen the file.

So, I feel like something else is going on. Here's the file if you don't mind taking a look. I was rendering frame Thanks for the scene! Indeed looks like there is something fishy with it. We'll update the thread once we know something more. Hi Georgi, Just wanted to check in and see if you have any new info on this? Hey, I'm gonna need a couple more days to get there. As promised, we won't forget to update you when there is progress Thank you!

Hey, back with some news: Looks to me like there are a few things going on in the scene, maybe separate. First off, I wanted to use the velocity preview in order to figure out what's up with the velocities and if anything abnormal shows up in the viewport. In tomorrow's nightlies this will be fixed. So after this I found some strangely symmetrical velocity streamlines going between the two wheels.

The reason for those could be that due to the huge velocity range, the default AUR cache compression loses some data, so my first suggestion would be to try out simulating with higher Storage Quality - like 17 or 18, just as a test before tomorrow's nightly comes out.

If you use amplification "up-res" , you can also add wavelet turbulence, if the Wavelet channel was exported in the base simulation. It's okay to do a retime using the Time Bend controls together with an up-res in one resimulation. If Play speed in the Input rollout is a constant value, use 3ds Max's 'Re-Scale time' option to stretch the animations in the scene so that they match your speed. This applies both to animated obstacles, emitters, particles, and also to any keyframed options in your Phoenix Sources or Simulators.

You can choose between two methods of Time Bend in the Resimulation rollout depending on the result you need. Note that both methods work best for simulations with Steps Per Frame set to a value of The General-Purpose method can deal with all kinds of play speeds - both above and below 1, as well as playing backwards.

This method runs fast, but may produce some flickering or motion jitter. It does not need your scene to be intact, unlike the Slow Down method - e.

The Slow Down method works well only when your play speed is between 0 and 1, but will provide smooth playback without jittering or flicker. For this method the entire scene must be intact, all interacting nodes from the base simulation must be present, and all animations and keyframed options must be retimed as well.

Disable all unused output channels before starting the Resimulation from the No-Export Channels option in the Resimulation rollout. This will reduce the cache file size and speed up the resimulation. In order to restore a stopped simulation, the simulator needs all the simulation data, so these cache files contain all the internal simulator data - velocities, particle IDs, etc.

You can control how often such frames are written to cache from the Output rollout's Backup Interval option. By default the Backup Interval is set to 15 frames, and if you don't intend to Restore the simulation later, you can turn this off by setting it to 0, so you can save some hard drive space.

If you have random liquid particles exploding during the simulation, please check your geometry. In order for all meshes interacting with the simulation to behave without issues, they must follow these rules:. If you imagine you fill that mesh with water, it won't spill out. In 3ds Max the easiest way to fix this is to apply a Shell modifier on the geometry. However, at the start of a network render, the scene file is copied to all render machines on the network to a new location, e.

The cache files are not sent because on one hand they may be really huge and may overload the disk space of the host, and also because in many cases not all of them are actually used in the rendering. This is why when the rendering begins, if the hosts are looking for the cache files in the same directory where the scene file is, the cache files won't be found.

Before, what the Particle Texture could do was to take the particle positions and create white areas around each particle in 3D space on a black background.

Since Phoenix 3. Most simulations require long time to calculate and it's very convenient to let them run during the night. However, you still have to render the result in the morning and this also consumes a lot of time. The Phoenix scripting system allows you to execute any action at the end of the simulation, and that includes the rendering as well. Find it and remove the "--" symbols in front of the line that says "max quick render" to enable it.

This action is equivalent to pushing the quick render button F9 , so you have to prepare the render settings beforehand. Remember to delete any previous output sequence of images, otherwise a prompting dialog will appear asking if you want to overwrite the files, and the rendering won't start automatically:.

This way, if you leave a long simulation to run unattended, you can find a ready image sequence waiting for you when you come back, even if the simulation has not finished. The content is converted into a standard 3ds Max mesh using the options in the Mesh Smoothing section. The grid content is extended to a flat area, fitting the camera's view. Only the upper liquid surface is rendered. This mode can be used for swimming pools and other placid liquid surfaces.

The ocean surface can be generated only when the liquid touches the sides and the bottom of the grid, which act as a container for the liquid. Also note that if you use a material with fog color for the ocean mesh, and you have particles submerged below the ocean surface which you render using a Particle Shader , you need to also place a geometry that would serve as a bottom, or you could get flickering and darker rendering of the particles.

For more info, see the Render as Geometry option of the Particle Shader. When enabled, rendering will occur only outside of the render cutter. This is not the same as a cutter with inverted geometry because any rays that do not intersect the cutter will be shaded as well.

If using a Render Cutter for a liquid pouring into a glass or otherwise contained into another refractive object, you may need to set the Mode to Isosurface. By default, the mode is set to Mesh which may produce artifacts in the rendered image. It is used for solid rendering and displacement. Liquid is typically in the range for Liquid simulations.

Speed channel output has to be enabled for this to work. Speed is calculated as the length of the velocity vector for each voxel. Fuel channel output has to be enabled for this to work. By default, grid values above 0. When enabled, the convention switches to the opposite such that values above 0. Grid cells below this value will be ignored. By default, the Isosurface Level is set to 0. Used to balance between rendering speed and quality.

Displays voxels as cubes. There is no blending between neighbor voxels. This is the fastest mode. Linear blending occurs between neighbor voxels to smooth out the fluid's look. Sometimes this mode may unveil the grid-like structure of the fluid.

That would really help us out. Thanks again. Yess, try out the instancer as a workaround in the meantime. I don't have an estimate yet for the GPU bubble motion blur, so if the instancer helps work around it, it would unblock you. Could really use this right now as I have to simulate second long exposures for about 10 different scenes and on CPU it's just insanely slow!

Not quite sure how to use the instancer method. Hello, unfortunately, though it's know issue, we have not implemented motion blur for bubbles and splashes on V-Ray GPU.

However we have just bumped the priority of the task. For the instancer method you use something like Frost or Tyflow or VrayInstancer to instance geometry such as spheres or something more complex onto your particles, thus turning the particles into geometry.

If simulating something like water then Frost or Tyflow can mesh them into a fluid like object, which is often better looking that individual bubbles, though much slower and more memory intensive. Good luck. Yes No. OK Cancel.



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