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Rendering with Arnold in Maya using the MtoA plug-in.
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Is it possible to add motion blur to "hair and fur" geo?

5 REPLIES 5
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Message 1 of 6
gonzalo
488 Views, 5 Replies

Is it possible to add motion blur to "hair and fur" geo?

 
5 REPLIES 5
Message 2 of 6
Stephen.Blair
in reply to: gonzalo

What geometry do you want to motion blur? I did a quick test, and I see the emitter and the hair are both blurred.



// Stephen Blair
// Arnold Renderer Support
Message 3 of 6
gonzalo
in reply to: gonzalo

Hi thre,
According to solid angle web to set up the hair and fur (https://support.solidangle.com/display/A5AF3DSUG/Hair+in+MAXtoA) you need to change the rendering method to "mr prim", so "This will allow hair to render as native Arnold Curves", but If you do this you got no motion blur:

608-mrprim.jpg

(mr prim rendering method = no motoin blur)

If you the leave the rendering method in "geometry" or "buffer" it seems to work, but of course is not using arnold curves for the rendering decreasing the performance609-buffer.jpg

buffer rendering method

PD: And only "mr prim" method works with 3dsmax IPR (active shade)

Message 4 of 6
Stephen.Blair
in reply to: gonzalo

I get motion blurred curves with the latest maxtoa:

610-maxtoa-mr-prim-hair-moblur.png



// Stephen Blair
// Arnold Renderer Support
Message 5 of 6
madsd
in reply to: gonzalo

works fine here as well, no need to mess with render panel settings, just make a camera, enable motionblur and raise the value from 0,5 to something higher to provoke the motionblur incase you have very little motion.

611-vvvvv.gif

Message 6 of 6
gonzalo
in reply to: gonzalo

Thanks guys,

I downloaded the last version of the MAX2A and now everything is working.

612-working.jpg

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