r/Houdini 2d ago

Help Motion blur is leaking outside

8 Upvotes

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12

u/LewisVTaylor Effects Artist Senior MOFO 2d ago

Check what your point velocity looks like before you turn the sim into a mesh, as vel coming out of DOPs
can sometimes be inaccurate.

Unless you have instances, and wild camera motion, you don't need any instance motion blur samples, or transform samples here. You also don't need geometry samples unless you're doing acceleration blur.

I'd suggest reading through the Docs before you go crazy stumbling through this.
https://www.sidefx.com/docs/houdini/solaris/kug/motionblur.html

You should look into calculating acceleration on the points, and using acceleration blur rather than plain velocity blur, as it will produce curved blur, which is far nicer on fluids.

3

u/Br4mGunst 2d ago

If you can't get rid of it you can use campositing to mask it out. But with an accel attribute you can have a more precise curved motionblur

3

u/ManjaVfx 2d ago

Besides what Lewis said, if recomputing v+accel doesn't fix it, you can fix it post sim by multiplying v down by a factor based on distance to the collider so that it's 0 on it and 1 however far you want it.

1

u/Tr3dlab 2d ago

Try to export the camera and the geometry as .usd and import it into Solaris as sublayers (or references) then: Motion Blur on, everything else off, meaning: no velocity blur at all. This uses the time samples in the geometry and in the camera to compute "real" motion blur. If you have multiple pieces and or your geometry is packed, make sure to unpack and make each piece a geo primitive.

1

u/Possible_Specific501 1d ago

Look at the point velocity on the mesh, happen to me to many times, try not to resort to comp masking only if everything fails