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View Full Version : Single-pass Particlel Motion Blur?



Chrusion
09-02-2014, 06:51 AM
Any one with insight know if the next release of LW (11.7? 12?) will finally support single-pass particle motion blur?

That is, the Particle Blur option in Camera props ONLY blurs particles due to CAMERA motion, NOT particle motion. Booooo Hissss. IOW, particle path motion is not intra-frame sub-sampled like object, light, and camera motions are in a single pass. Thus we are forced to use the unsightly, stepped (even when using Dithered), multi-pass motion blur method to get particle path motions to blur. This, as we all know, jacks up the render time as many times plus some as the number of MB passes selected compared to the dithered multi-point vector sampling that Photoreal MB does in a single pass, because the entire frame has to be rendered in full for each pass. Turning Adaptive Sampling off and lowering Min Samples to help speed up rendering doesn't antialias static edges. Edges in motion appear AA's since they are moving (each step/pass blurred together).

So, single-pass particle motion (path) blur would be a godsend!

Mr_Q
09-02-2014, 11:20 AM
I doubt it. Maybe if and when a new particle system is adopted this can become a reality. Fluid-sim programs like TurbulenceFD support it via its own internal velocity buffer that is handed off to the render core. So it is possible.

Chrusion
09-02-2014, 05:10 PM
Doesn't the Bullet library have a particle system? If so, the devs should replace PFX with it and implement an automatic internal import/converter to handle old PFX scenes. :-P