01-04-2023, 12:20 PM
I realize there have been a few posts concerning this matter, but I still can't find a solution (or have overlooked it, so please point me to it in that case).
1. I create a tyFlow simulation and all particles are fine (including mapping from the vertex channel)
2. I want to render these particles as PARTICLES (pointcloud/non-scaled) with motion blur, but without assigning a shape (which introduces a massive overhead for rendering)
3. I've exported the simulation to both alembic and prt (VRayProxy requires a shape, so no option in this case) with "velocity" channel enabled
Neither can I render the .abc file nor the .prt file with MoBlur.
I was hoping that the .prt file would work (as particle-MoBlur works with the Chaos Particleshader using native Phoenix simulations), but it doesn't with an imported/referenced prt.
So what's the solution? .PRTs seem the most promising, should I reach out to Chaos for integration into their Particleshader?
Does Krakatoa interpret the velocity channel from .PRTs? However, using the Krakatoa renderer is not the most intuitive/compatible solution...
Many thanks,
Guy
1. I create a tyFlow simulation and all particles are fine (including mapping from the vertex channel)
2. I want to render these particles as PARTICLES (pointcloud/non-scaled) with motion blur, but without assigning a shape (which introduces a massive overhead for rendering)
3. I've exported the simulation to both alembic and prt (VRayProxy requires a shape, so no option in this case) with "velocity" channel enabled
Neither can I render the .abc file nor the .prt file with MoBlur.
I was hoping that the .prt file would work (as particle-MoBlur works with the Chaos Particleshader using native Phoenix simulations), but it doesn't with an imported/referenced prt.
So what's the solution? .PRTs seem the most promising, should I reach out to Chaos for integration into their Particleshader?
Does Krakatoa interpret the velocity channel from .PRTs? However, using the Krakatoa renderer is not the most intuitive/compatible solution...
Many thanks,
Guy