Community
Arnold for 3ds Max
Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

Motion blur calculates all frames over and over...

9 REPLIES 9
Reply
Message 1 of 10
matt.seckman
1003 Views, 9 Replies

Motion blur calculates all frames over and over...

Why does arnold need to calculate all the frames of an animation each time it renders a frame in a sequence?

i.e. at say, frame 200, arnold calculates from frame 1 all the way up to 200 to do the render blur.

Why not just calculate between 199 and 201?

hope i'm missing something.

thanks!

Tags (1)
Labels (1)
9 REPLIES 9
Message 2 of 10

What kind of animation? I don't see this behavior with motion capture, for example.



// Stephen Blair
// Arnold Renderer Support
Message 3 of 10
matt.seckman
in reply to: matt.seckman

i'm using nParticles. And you are right, it does not happen with regular geo or motion capture.

Thanks Stephen.

Message 4 of 10

Are the particles cached? If so, I wouldn't expect MtoA to playback the whole timeline.



// Stephen Blair
// Arnold Renderer Support
Message 5 of 10
matt.seckman
in reply to: matt.seckman

Yeah, me either. That's why I was confused.

I try it both cached and uncached, same result.

And have tried it on mac and windows, same result.

Have you noticed this with nParticles?

Message 6 of 10
Anonymous
in reply to: matt.seckman

Make sure they are cached. If they are not its needs to re-evaluate the particles position. I had successful tests with particles.

Message 7 of 10
matt.seckman
in reply to: matt.seckman

Okay, so ....

I found that cached particles DO stop the calculations from repeating, however, now the particles

do not render. They are visible in the display ports, but not in the final render.

I'm looking into it.

Thanks guys, and @Arvid Schneider you have some very helpful tutorials!

Message 8 of 10
matt.seckman
in reply to: matt.seckman

Motion blur calculates all frames over and over...solved.

Thank you for your help, guys!

Found out that my cache files were the problem along with setting evaluation mode to DG instead of Parallel. For anyone else looking for similar problem go here to set your evaluation mode:

  1. Load your scene.
  2. In the Preferences window (Windows > Settings/Preferences > Preferences), select the Animation category (under Settings).
  3. Set the Evaluation Mode menu to DG to ensure you are in Dependency Graph (DG) mode.
Message 9 of 10
pyrat
in reply to: matt.seckman

My particles are cached and eval is set to DG, yet I am still experiencing the same issue where Maya/Arnold goes through the entire timeline when I turn on motion blur. I also made sure that the motion blur length does not exceed the evaluation per frame in the cache (both are 1).

Still Maya/Arnold goes through the entire timeline when I turn on motion blur.

Message 10 of 10
radiodept
in reply to: matt.seckman

I face the same issue all of sudden but unfortunately,  your solution is not working with my machine, I need to render about 800 frames....the rendering takes only 30 seconds per frames but should wait about 50 mins per frames to calculating by maya as well, I have no idea what should be calculated, all those particles on maya are fully cached.

 

I would really appreciate it if you have other solution about it!!!!

Can't find what you're looking for? Ask the community or share your knowledge.

Post to forums  

Autodesk Design & Make Report