Hello!
I'm desperately trying to get the vector blur to work, but for some reason I also always end up with a choked alpha channel. The interior of an object gets blurred fine, but the edges are just way to sharp.
I tested almost all ways to get UV velocity information from Maya to Nuke that I could find, lm2DV shaders with smoothkit and reelsmart settings, the puppet shader, a mel-script from alias (originally for maya4, recompiled it for 8) that converts maya motion vectors stored in .iff files into rg(-space - but always end up with the choked edges. Outputting mental ray velocity info via .mt files or control buffers I didn't try so far, but I suppose there won't be such a big difference....soooo....
Maybe I'm doing something wrong in comping?
I'm piping the rg of the velocity info into the uv-channels and use these as input for the vector blur and process rgba - so far, I tested all possible options/settings in the vector blur node itself, at least I think so...maybe something else has to be done before to the alpha or it is necessary to provide a supplementary vector alpha, whatever...so far, I was only using the r and the g channel of the rendered velocity info...
Was testing with 16bit iff files.
Anyone out there who's got the vector blur working with good result?
Would be so nice to get some help on this...
PS: I also found out, that Nuke can acces the uv-info stored in maya-iff files when checking "keep motion vectors" - unfortunately, it seems to decode it wrong, but nevertheless it can see that there's a uv channel - maybe somebody can implement that alias script (also found the .cpp sourcecode) into Nuke somehow so that, as soon as the choked alpha problem is gone, u can acces this info directly? Don't know its bit depth, though....nor do I have proper programming/scripting skills to do that...
Cheers, michi.
created
Nov '06
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Aug '12
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