Page 1 of 1

Motionblur issue with geometric deformation

Posted: Sat Nov 01, 2014 9:04 pm
by zeitmeister
Hi,
I noticed some issues with motionblur in Indigo.
First thing: we don't have geometric deformation.

Example:
Here you can see one second of a rotation of 4 seconds with 4000°.
Exposure duration 1/4.
The animation is based on 25fps; in C4D project timebase, render timebase and an output timebase of 1.
You can easily notice that there is no frame subsampling anywhere; which is not corresponding to a real camera.
mb-test_25fps_25fps0025.jpg
projekt_25fps.jpg
render_25fps.jpg
How can we fake now geometric deformation? Let's think about some sort of subsampling.
If we crank the project timebase up to 500fps (20 times higher), we' get a subsampling of 20.
mb-test_500fps_25fps0500.jpg
projekt_500fps.jpg
But of course, nobody wants to render an animation with 500fps.
For still images, this trick works fine, but not for animations.
So what we have to do is to output 500fps everywhre, but only save every 20th frame (remember the subsampling of 20).
Take a look at the "Bildschritt"-value in the screenshot:
render_500fps.jpg
With this technique we can add some sort of real geometric deformation to Indigo MB.
Of course I don't know if this is possible in Blender or Sketchup.
So maybe you Indigo developers may think of a workaround, or implement real geometric deformation.


But, motionblur has some other isuues imho.
I can't really understand why I have to add motionblur-tags to moving objects to get them blurred, but having no camera-motionblur then unless I add a tag to the camera.
Indigo should work without any tags.
Motionblur should be always "activated" and only depends on my exposure duration.
This brings me to the point where Indigo doesn't seem to have a full physically based camera model. If it were so, there is simply no option for motionblur; it's simply there.

Can we expect improvements in this case for the future? Indigo is such a fantastic renderer; you have to make it even more simpler by making it more physically realistic.

Thank you in advance! :D

Re: Motionblur issue with geometric deformation

Posted: Tue Nov 04, 2014 9:07 pm
by zeitmeister
Anyone interested? :(

Re: Motionblur issue with geometric deformation

Posted: Tue Nov 04, 2014 9:12 pm
by Zom-B
Motion Blur in C4D Exporter is existing but very limited and can be only described as being broken!
Afaik fused already invested some time into fixing it, but C4D seems to be a bitch here...

P.S. Why do you have watermarks in your renders, you own a lifetime license??!

Re: Motionblur issue with geometric deformation

Posted: Wed Nov 05, 2014 12:25 am
by zeitmeister
I use my licence at work... At home it doesn't work. Do you have a floating licence?


Cheers, zeiti

Re: Motionblur issue with geometric deformation

Posted: Wed Nov 05, 2014 12:29 am
by Zom-B
zeitmeister wrote:I use my licence at work... At home it doesn't work. Do you have a floating licence?
I work from home 8)

Motionblur issue with geometric deformation

Posted: Wed Nov 05, 2014 12:48 am
by zeitmeister
:D

Re: Motionblur issue with geometric deformation

Posted: Wed Nov 05, 2014 12:58 am
by fused
Yeah, I've sunk some time into imporving motion blur, but it's quite tricky to keep track of objects across frames. C4D provides several methods for doing that, none of them work perfectly. :/

Re: Motionblur issue with geometric deformation

Posted: Wed Nov 05, 2014 5:32 am
by zeitmeister
I totally agree with you.
But is the idea of having only "scene motionblur" that bad?
In fact you only have to summarize all mb-functions that you already recognize from animated objects?


Cheers, zeiti

Re: Motionblur issue with geometric deformation

Posted: Thu Nov 13, 2014 2:20 am
by fused
zeitmeister wrote:I totally agree with you.
But is the idea of having only "scene motionblur" that bad?
No, not at all. That is the way it should work.
zeitmeister wrote:In fact you only have to summarize all mb-functions that you already recognize from animated objects?


Cheers, zeiti
It wasn't quite as simple. C4D had laid some boulders in the way, but we've got it all sorted out now :)

I'm gonna make a new release soon that has much improved motion blur support, for all types of animation (not just keyframed animation ;) )

There are still some issues which can't be resolved so easily (that hopefully noone will run into ^^ ).

Re: Motionblur issue with geometric deformation

Posted: Thu Nov 13, 2014 3:06 am
by zeitmeister
Oh, very cool!!


Cheers, zeiti