![]() You could also multiply the B channel by 0 before using the pass just in case. field to normalize by, then the resulting pass should blur correctly in RSMB. In theory, if you enabled the Use Max Velocity checkbox in the Krakatoa Velocity Render Element, and entered the maximum possible velocity per frame in the Max. Thus a particle with no motion should have a value of. I am not sure if a B > 0 would have a negative effect on it, but in the examples I saw, the motion data was more or less yellowish, meaning there were positive values for Red and Green, and nothing in the Blue channel. In the case of RSMB, it actually expects a 2D vector in screen space and in the 0.0 to 1.0 range in RG, and B equal to 0. Does it use unclamped data in the range from -Infinity to +Infinity? Or does it expect normalized data in the range from 0.0 to 1.0 where 0.5 means no motion? The difference between these two modes might explain why your post-production filter would show incorrect blurring direction - you will have to consult its documentation to figure out what input data it expects, and in what range. ![]() ![]() Velocity is set to 100.0, the value will be, because 0.0 presents the normalized value of -1.0 moving at 100.0 units/frame to the left, 0.5 means 0.0, and 1.0 means Max velocity to the right! This makes sure that all RGB values are in the 0.0 to 1.0 range, with 0.5 representing no motion along that axis! If the colors were represented in the 0 to 255 range, then 127 would represent 0.0, this a mid-gray color of means a stationary particle with no motion. So if a particle is moving with a Velocity magnitude of 100.0 per frame parallel to the X axis of the screen to the left, it will have an RGB value of stored in the image.īut if the checkbox is checked and the Max. When the checkbox is unchecked, the values are stored As Is, in the range from -Infinity to +Infinity. But the value ranges are different depending on the Use Max Velocity checkbox’s state. It always saves data in Camera space with R representing the X, G representing the Y, and B representing the Z (where -Z is along the camera viewing axis, and +Z is towards the viewer). ![]() If you look at the Krakatoa Velocity RenderElement, you will notice that it has different options to store its data. ![]()
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