29-11-2003, 05:35 PM | #1 |
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particle motion blur?
how can i get particles to motion blur along their path instead of this?
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29-11-2003, 06:05 PM | #2 |
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Do you have HV applied?
Particle blur doen't work on that, it works on visible particles (one point polys or a partigon emmiter). I would use Vector Blur for what you are trying to do. Set AA to Enhanced Low, and turn off LW's motions blur. Under the Scene tab there is a Vector Blur button.
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29-11-2003, 06:52 PM | #3 |
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thanks for the help.
i used fx_linker and that worked as well. i still wish HV would work with the camera blur so wouldn't end up with so many objects. |
29-11-2003, 10:12 PM | #4 |
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Try this:
Open Viper. Under the Hypervoxel properties, set the Stretch Direction to 'Velocity'. Adjust the Stretch amount and see if it gives the effect you are looking for. You can enter values over 100% for even longer stretches. For Surface Hypervoxels the blobs will join together and won't look as such like motion blur. For this you could try cloning the Particle Emitter and changing the clone to sprite mode with stretching. You could also render the scene once as the solid particle and a second time as the particle stretched and composite them together. |
30-11-2003, 10:43 PM | #5 | |
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HVs... not the problem
i don't think the HVs are the problem... i am able to get HVs to blur just fine when applied to a null object. must be something with the particle emitter itself. i've also been able to replace the particle(s) of a particle emitter with a null object (which has HV assigned to it) and it blurs along the motion path. again, the only problem with this is that you end up with a bunch of objects (in this case nulls) to deal with. another problem/challenge is that you can't change the HV properties of more than one object at a time. thanks for all your help! |
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30-11-2003, 11:00 PM | #6 | |
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Re: HVs... not the problem
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30-11-2003, 11:33 PM | #7 |
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yes, i've tried the vector blur you suggested and it seems to work with objects but not with HVs... i'll keep experimenting!
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