We use latest FumeFX v.3.5.4 (Mental Ray, Maya 2014 64bit) and we cannot set up correct Motion Blur in any scene. Is it something you still working on? Or can you provide some how-to instruction or upload example scene please?
We also tried to export velocity channel within simulation, but no succes.
Thank you for advice, T.Krejzek
No answer? Can anybody confirm that 3D motion blur is woking correctly?
Its not really supported so far. What you can get in Motion Blurred (animated) geometry as in passes through the fume (if rendered as blackhole/holdout matte). Or everything blurs if the camera moves. But the fume itself doesn't motion blur. Not a trivial thing to support such as the nature of fluids/volumes.
MAX never did it very well either. Maya's fluids - similar limitations.
If we could render out motion vectors-even as a proprietory fumefx render option/pass that would be nifty.
Oh, thank you for clarification. However, there is any workaround, how to export some motion vector pass or something? Reelsmart MB not always save us.
Thank you for your help.
T. Krejzek
Hello,
You can render 2D Motion Vector pass with mental ray and get velocity.
It renders okay here.
Regards,
Kresimir Tkalcec
Something strange here. I tried your example scene for rendering of 2D motion vector pass (frameBuffer.zip), but cant see fumeFX in renders. Only geometry.
Is there anything else what to do for correct 2d vector output?
Win 7 Maya 2014 64bit SP2
Hello,
ffxDyna.dll should be dated at least 30 May 2014.
It renders fine here - please see attached image.
Regards,
Kresimir Tkalcec
There is definetly an 'unknown factor' going on with passes and FumeFX!
In my issue
viewtopic.php?f=16&t=1595
I never got the expected result either even with Kresimir's demo scene!
All I ever rendered was regular geometry but Fume was always ignored.
I thought it might be Maya 2013 sp2 (in which i must remain). But maybe there is something else going on. A missing link with how Maya is running on our machines.. a preference...hoping for a eureka moment to come out of this.
I'm not sure what might happen as it works here under 2013x64 and 2014x64 (no SP as I can see).
My guess is that this wouldn't work under 2014x64 if it doesn't work under 2013x64 SP2.
Regards,
Kresimir Tkalcec
I will check that dll library tomorrow. Maybe this is the reason.
I am curious if you ever got this working (2d motion vector pass) Tomas?
I have the ffxDyna.so from May 30th but I am also on Linux.
Could that be it?