For reference, see https://rmanwiki.pixar.com/display/RFM/Motion+Blur+in+Maya, "Shutter Opening" section.
Maybe a start point.
And here, p.32.
The change is likely to take place in renderer::Camera::initialize_ray()
:
sampling_context.split_in_place(1, 1);
ray.m_time =
ShadingRay::Time::create_with_normalized_time(
sampling_context.next2<float>(),
m_shutter_open_time,
m_shutter_close_time);
The idea is to map sampling_context.next2<float>()
to the desired curve before passing it to ShadingRay::Time::create_with_normalized_time()
.
I want to point what RenderMan do because I think it's the more evolved and interesting.
That's rather awesome :)
Hey I'd like to try this issue.
Definitely, go for it!
@dictoon link is dead :(
@pjessesco They keep changing their links, it's annoying. Here: https://rmanwiki.pixar.com/display/RFM/Motion+Blur+in+Maya
@fedormatantsev @pjessesco I think we can consider this done now that we support linear and B茅zier opening/closing curves. What do you think?
@dictoon agree.
Most helpful comment
@dictoon agree.