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    R17's New Motion Blur SDK

    SDK Help
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    • H
      Helper
      last edited by

      On 15/09/2015 at 08:49, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   R17 
      Platform:   Windows  ;   Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      I'm not a developer, but I was curious to know what the new motion blur SDK will allow 3rd party render engine developers to do that they weren't able to do before. Specifically, I'm wondering if this will allow renderers to extract velocity data from alembic caches - which would allow us to render changing-point-count alembic caches (such as fluid effects) with motion blur inside C4D.

      As it stands right now with R16, if we import any kind of these effects from Houdini, Realflow, or the like - we can't render them inside C4D with motion blur, which is essential for realism.

      Thanks,
      Luke

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      • H
        Helper
        last edited by

        On 15/09/2015 at 10:39, xxxxxxxx wrote:

        Well, I have only browsed the new docs briefly but what jumped into my eye is the new point velocity support. That will enable plugins that generate dynamic meshes for example (like Effex, Houdini, RF etc.) to support motion blur indeed.

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        • H
          Helper
          last edited by

          On 16/09/2015 at 07:42, xxxxxxxx wrote:

          Hi,

          we are aware, we need to deliver additional information on the motion blur changes. Unfortunately we had no time to learn it ourselves and the responsible developer is on vacation. We'll return to this topic as soon as possible.

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          • H
            Helper
            last edited by

            On 16/09/2015 at 07:58, xxxxxxxx wrote:

            Thanks for the info! I look forward to learning more.

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            • H
              Helper
              last edited by

              On 16/11/2015 at 14:47, xxxxxxxx wrote:

              Where can we get any additional information for this topic? I need to add motion blur support for vertex speed vectors.

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              • H
                Helper
                last edited by

                On 16/11/2015 at 15:55, xxxxxxxx wrote:

                I'm digging the some commands to discover the secrets. Why i can't catch non-null pointers for RayMotionObject? Should i set somethings to produce motion blur as putting a Motion Blur Tag?

                for(Int32 j=0;j<vd->GetObjCount();j++)
                
                
                {
                
                
                    const RayObject \*rop=vd->GetObj(j);
                
                
                    const RayMotionObject \*motOp = vd->GetMotionObject((RayObject\* )rop);
                
                
                    info("Rayobj:"+rop->link->GetName()+"  motOp:"+PS2(motOp));
                
                
                }
                
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                • H
                  Helper
                  last edited by

                  On 17/11/2015 at 08:51, xxxxxxxx wrote:

                  Hi,

                  the new Motion Blur API can only be used in conjunction with the Physical Renderer and only if Motion Blur got enabled.

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                  • H
                    Helper
                    last edited by

                    On 17/11/2015 at 09:29, xxxxxxxx wrote:

                    Originally posted by xxxxxxxx

                    Hi,

                    the new Motion Blur API can only be used in conjunction with the Physical Renderer and only if Motion Blur got enabled.

                    Hi Andreas,
                    Wow how crazy idea to support third party renderers. So what's the way for us? How can we support Real Flow meshes or similar objects?

                    Best regards,
                    Ahmet

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                    • H
                      Helper
                      last edited by

                      On 17/11/2015 at 09:30, xxxxxxxx wrote:

                      Hey, I'm only the messenger!

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                      • H
                        Helper
                        last edited by

                        On 17/11/2015 at 09:32, xxxxxxxx wrote:

                        Ok i understand, but any way or suggestion to provide this support? Who can help for this?

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                        • H
                          Helper
                          last edited by

                          On 17/11/2015 at 09:36, xxxxxxxx wrote:

                          Here's some info Sebastian just gave me:

                          So in your VideoPostData plugin you can get the motion delta values stored with RayObjects and the RayCamera. To get deformed geometry you can use VolumeData::TranslatePolygon to get the points of a given polygon for the previous frame. To access these values one must return the flags VIDEOPOSTINFO_REQUEST_MOTIONMATRIX and VIDEOPOSTINFO_REQUEST_MOTIONGEOMETRY in the VideoPost's GetRenderInfo() function.

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                          • H
                            Helper
                            last edited by

                            On 17/11/2015 at 09:40, xxxxxxxx wrote:

                            Originally posted by xxxxxxxx

                            Here's some info Sebastian just gave me:

                            So in your VideoPostData plugin you can get the motion delta values stored with RayObjects and the RayCamera. To get deformed geometry you can use VolumeData::TranslatePolygon to get the points of a given polygon for the previous frame. To access these values one must return the flags VIDEOPOSTINFO_REQUEST_MOTIONMATRIX and VIDEOPOSTINFO_REQUEST_MOTIONGEOMETRY in the VideoPost's GetRenderInfo() function.

                            This is great start point to work. One more question; Does this supports the unconstant vertex counts?

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