Cycles: motion blur on native fluid simulation #117104
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Reference: blender/blender#117104
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System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 546.01
Blender Version
Broken: version: 4.0.1, branch: blender-v4.0-release, commit date: 2023-11-16 16:40, hash:
d0dd92834a08
Worked: NA
Short description of error
Missing motion blur on baked fluid object:
speed vectors
in the mesh tab(physics column), which If I understand correctly should be transferring velocity data from the particles to the mesh vertices.deformation blur
in the object settings of the domain, because I'm dealing with geo that's changing in poly count.Exact steps for others to reproduce the error
physics
tab, underliquid
checkmesh
anduse speed vectors
.cache
, informat volumes
selectuni cache
(not sure about this one, I was advised that it should be able to write velocity data, but I doubt it, because it's avolume format
and we're not dealing with a volume here, however, vdb doesn't work either).object
tab, undermotion blur
, uncheckdeformation
.Thanks for the report. Can confirm the missing motion blur. Guess in your case (provided file) you can keep the
deformation
enabled.Mantaflow has no active developer right now so I'm marking this as known issue.
can't get cycles to render motion blur on native fluid simulationto Cycles: motion blur on native fluid simulationTo my knowledge, deformation motion blur is required to render motionblur with simulations (with or without changing poly count), disabling that only renders object motion blur (and after all, the object itself does not move at all).
@McTwark : what makes you think you would have to disable (instead of enable) deformation motion blur in that case?
@Blendify : https://docs.blender.org/manual/en/4.1/physics/fluid/type/domain/liquid/mesh.html is also a bit outdated, it still mentiones "They (speed vectors) can be used to compute image-based motion blur with the compositing nodes".
Nowadays, we can render MB directly (no need to use the compositor).
But could/should mention that deformation MB is required here.
@lichtwerk I thought that 'deformation blur' makes the renderer track the location of each vertex by id(basically how each vert is transforming), and when you have changing polycount(which is always the case when meshing moving points), the id would also be different each frame which would 'confuse' the renderer which vert is where. I tried illustrating it in the attached files, if that helps(the verts are not moving much, but when a vert disappears, the renderer receives wrong information about the location of each vert based on id and we get the long streaks of mb). So based on that understanding(which may be wrong, of course, but I'm working off of houdini logic), I thought that when I disable 'deformation blur' the renderer looks at the 'velocity' attribute stored on vertices and bases the motion blur on that.
As I'm writing this I'm getting more confused, because I realize there's no way to have more than 1 MB 'step' if there's no 'invariable' id that's based on how many points there were from the start of the sim, instead of a 'changing' id which is based on current frame point count.In houdini, all those 'id' attributes are very much clear when looking at the spreadsheet, but blender's spreadsheet only displays @P and @velocity.
Anyway, even with 'disabled' deformation the mb is missing, right? I'd like to have a better grasp on things, so I'd appreciate an explanation where my understanding is crappy.
For Fluid sims, a "velocity" attribute is generated/exported that is "correct" for the frame that is being rendered [you can also generate this "by hand" in GN if you like], so the renderer doesnt really have to figure motion out based on point ID/position (see
128eb6cbe9
).If no such velocity attribute exists, the renderer usually disables deformation blur if it detects changing topology/polycount.
If I am not mistaken, Cycles only ever looks at the "external"
velocity
attribute (from sims, alembic, USD or "handmade" in geometry nodes etc) when deformation motion blur is enabled, if it disabled, then it just means "just object motion blur".Your example file is a bit different in the sense that it uses instances on points.
If you only render the mesh without deformation motion blur, you get no motion blur at all (only the mesh has motion, not the object).
When instancing on these points, apparently the motion of the points gets transferred into the object transform of each instance which then works even if deformation MB is disabled. However, in the case of changing pointcount, this does what you describe (fails, long streaks etc.). @brecht : not sure this is a bug? Shouldnt the same motion exist for the underlying point and "its" instance?
I think this is because the velocity attribute is only "available" once for every frame (see recent # #116792 /
bcfb2e4a83
). Maybe there are tricks to actually export/use more steps per frame when simulating liquid, havent checked in detail here yet.Not sure if I understand this correctly, afaik, there is no 'invariable' id concept in blender for (fluid) simulations, maybe you can elaborate how this looks like and why it is useful.
Not sure I understand this either. Is this comment meant for
broken-deformation-blur.blend
? Or forcycles-missing-MB-on-native-fluid-liquid-sim.blend
?Thanks for taking the time to explain, I think I got it. My confusion comes from that same concepts are named differently in different dccs. In houdini, you have 'transform' mb, which is the 'object' mb in blender. Then you have 'geometry' motion blur, which is 'deformation' mb in blender, and then you have 'velocity' blur which is based on attributes stored on points.
It was meant for 'cycles-missing-MB-on-native-fluid-liquid-sim.blend', but O my god...It actually works when I enable 'deformation blur' I don't know how I missed that, I thought I tested it, I feel ashamed, sorry... It works only with 1 MB 'step' though, >1 and it crashes on render.
hmm, I can only explain the workflow in houdini, if that would be helpful. So in the houdini's flip solver, you have the option to add a unique id to each particle (1st attached image), which you can then use to add whatever attributes consistently, even if the point count changes, when matching that 'id' each frame.(the workflow is to add attributes on the points, which then get transferred on the geometry in the meshing stage). In houdini, to get a 'curved' motion blur, the renderer (both mantra and karma) looks for an 'accel' attribute. Acceleration is the changing of velocity, so '(v - prev_v) / timeinc'. So when you supply that 'accel' attribute and have more than 2 'geometry' samples (2 'geometry' samples in houdini is 1 mb 'step' in blender, if I understand correctly), you get curved mb, on geometries with changing polycounts. (2nd attached image is 2 samples, 3rd attached is 4 samples)
Again, thanks for taking the time to explain things!
I updated the docs in
063ee652c1
Hi,
I've just tested motion blur with Fluids and the problem seem to be that the motion vectors are not being saved when caching using OpenVDB format.
If you change the format back to UniCache, motion blur is rendered.