Author Topic: motion blur in large scene with fast moving objects (cars) causes strangness  (Read 444 times)

2020-05-03, 22:41:30

samjmason

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 The car is travelling about 70mph and the wheels spinning. With motion blur on for geometry and camera the renderer wigs out.

I've recorded a screen capture of what happens. The renderer seems to glitch and get stuck at the subsampling phase?

I'm wondering if anyone has encountered this issue. I'm working at Meters. I was working at CM before as I thought it was a math issue with scene units. but in both cases the issue is the same.

How do I fix this? Seems to happen at random.

https://www.loom.com/share/db82a8b2fdf94fb18f4ec05168e3c0d6

2020-05-05, 13:18:12
Reply #1

GeorgeK

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The car is travelling about 70mph and the wheels spinning. With motion blur on for geometry and camera the renderer wigs out.

I've recorded a screen capture of what happens. The renderer seems to glitch and get stuck at the subsampling phase?

I'm wondering if anyone has encountered this issue. I'm working at Meters. I was working at CM before as I thought it was a math issue with scene units. but in both cases the issue is the same.

How do I fix this? Seems to happen at random.

https://www.loom.com/share/db82a8b2fdf94fb18f4ec05168e3c0d6

Can you please submit a ticket, and please consider sharing an archived scene with us to investigate this further? (https://corona-renderer.com/upload)

https://coronarenderer.freshdesk.com/support/tickets/new
« Last Edit: 2020-05-06, 11:19:37 by GeorgeK »
“Every artist was first an amateur”

2020-05-06, 11:17:15
Reply #2

pokoy

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Of course having the devs look at the scene is probably the best but I remember something like this happened for me in the past, too. Look out for some stuff in your scene and convert to mesh or hide and see if it is better:
- compound objects that may create notifications and trigger and re-parsing constantly - Scatterers, Booleans or 3rd party geometry and meshing plugins etc
- Body Objects that may recalculate tessellation if you use different setting for viewports and rendering
- ProOptimizer modifier, this one did a similar thing for me in the past

Try to isolate only a group of objects at at time, render, repeat until you find the offending objects.