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Remesh and Motion blur incompatibility
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Description

System Information
Mac OS X 10.9.5, 2 x 2.8 GHz Quad-Core Intel Xeon, 16 GB, NVIDIA GeForce GTX 660 3072 MB
Blender Version
Broken: 2.73RC, 2.72
Worked: ?

Short description of error
Remesh/motion blur mess when used together on deforming mesh.

Exact steps for others to reproduce the error

  1. F12 render to see character as intended (N.B. character ultimately to be rendered as volumetric, hence remesh used to remove volumetric intersection artefacts)
  2. Shift Z in viewport to see rendered view - all OK
  3. Enable 'Motion Blur' in Render panel
  4. F12 render to see character in nasty remesh Shelob web
  5. Disable remesh modifier and F12 render - all OK again.

Not sure if this is a know issue, or whether I'm just expecting too much of remesh. It certainly does the job for what I'm doing until motion blur is enabled.

I haven't yet reproduced this yet on a simple model, but this .blend gives a nice clear demonstration.

For now I suppose I need to try compositing vector blur again.

Thanks and Happy New Year!

Event Timeline

Stephen Hamacek (hammers) raised the priority of this task from to 90.
Stephen Hamacek (hammers) updated the task description. (Show Details)
Stephen Hamacek (hammers) edited a custom field.

Make sure that you have all images packed into the .blend

You may have to use Drobox or Google drive because it will be to big for this website.

When I rendered it i got a transparent picture

Aaron Carlisle (Blendify) lowered the priority of this task from 90 to 30.Jan 1 2015, 4:02 AM
Sergey Sharybin (sergey) changed the task status from Unknown Status to Unknown Status.Jan 2 2015, 11:14 AM
Sergey Sharybin (sergey) claimed this task.

The file seems to be more or less empty. Bet some libraries are not packed.

In any case, if remesh is applied after deformation modifier (for example, if you first have armature and then remesh) then it's very much likely situation when mesh topology changes between frames. it could also be so topology is not really changing but indices of vertices changes. Those cases are not supported by Cycles and not considered a bug.

SO thanks for the report, but pretty much sure the situation above is your exact case.

Sorry about the .blend, I wasn't trying to include images, but I guess I failed at making the linked character rig local...

And thanks for the explanation Sergey. I pretty much came to this conclusion after I reported, realising the topology would not be consistent enough for these things to work together, which also ruled out using a vector pass.

Ah well, no motion blur for this shot :)

Cheers.