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​In an assfile file where a polymesh is being used as an input to the 'mesh' parameter of a meshlight, is a motion-key'd *nlist* required when motion blur is enabled? Thank you,

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Message 1 of 5
jpolkVFNE7
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​In an assfile file where a polymesh is being used as an input to the 'mesh' parameter of a meshlight, is a motion-key'd *nlist* required when motion blur is enabled? Thank you,

 
4 REPLIES 4
Message 2 of 5
Stephen.Blair
in reply to: jpolkVFNE7

Only if you want a visible mesh light to be motion blurred.



// Stephen Blair
// Arnold Renderer Support
Message 3 of 5
jpolkVFNE7
in reply to: Stephen.Blair

just to be sure,..you do mean "vertex" normals and not "polygon face" normals, correct?

Thank you!

Message 4 of 5
Stephen.Blair
in reply to: jpolkVFNE7

Sorry, I missed that you wrote *nlist*

You can have a motion-blurred visible light without motion keys on *nlist*

MtoA doesn't even export *nlist* for a visible mesh light

polymesh
{
 name light_pSphere1Shape@mesh
 visibility 255
 matrix 1 2 b85MATRIX
...
 shader "light_pSphere1Shape@shader"
 motion_start -0.25
 motion_end 0.25
 nsides 400 1 b85UINT
...
 vidxs 1560 1 b85UINT
...
 uvidxs 1560 1 b85UINT
...
 vlist 382 2 b85VECTOR
...
 uvlist 439 1 b85VECTOR2
...
}


// Stephen Blair
// Arnold Renderer Support
Message 5 of 5
jpolkVFNE7
in reply to: Stephen.Blair

Hi Stephen,

Ahh, Thank you for clarifying that...

Regarding the 'motion_' parameters....my testing appears to show those arguments

refer to shape#,...

motion_start 1

motion_end 2

works better...'1' refers to vlist_shape_1 and '2' refers to vlist_shape_2...

Also, since our geometry is baked, no matrix argument is necessary.

Even given two identity matrix makes no difference, like so..

matrix 1 2 MATRIX
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1

Thank you!

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