First of all, iRay motion blur is the same as mental ray motion blur, it worked for me with frost with no problem at all.
I want to use motion blur, my particles are baked in prt format, when i use the particle flow as source for Frost and i put a Relax at 0, i get motion blur, if I use my prt as source, i don’t get motion blur.
I’m using Custom Geometry, but i don’t htink it happens just with the geometry.
Does the particles affect the motion blur in Frost?
Should the particles have some channel that i’m missing?
Should i disable something in the particles ? (like i did before with the mapping )
I did that already, but it does not work, it works normally, when i use fros with particle flow for example, but it’s not working with my prt sequence, that’s why i’m thinking that some prt channel is getting in the way and messing with motion blur.
I’ve said that in the first post , i use a relax modifier at 0, i use it in all my frosts, if it’s a liquid, in conjunction with a push, it gives me great fluid results, if it’s not, i use it just to get motion blur
My simulation (my particles) are a simulation with a total duration of 11900 frames, the final render simulation is 1190 frames, 10 times faster, I use the “graph” feature in the prt loader to make the simulation faster, may this be the problem?
How can I retime my simulation without loosing the correct motion blur?
Yes, the particles need a Velocity channel to produce motion blur in Frost. You can check if the particles have a Velocity channel by using the Krakatoa Particle Data Viewer utility, which can be accessed using the Krakatoa menu.
I could take a look at your particles if you send a couples frames of PRT data to us using our ticket system.
I’ve figured it out, i tried rebaking and it worked, but i also tried modifying the velocity channel with a magma modifier, I’ve multiplied the velocity by 10 and it gave me the motion blur
I’m starting to understand the magma modifier workflow.