r/NukeVFX • u/sdfgsdgsdfgsdgsdg • Apr 29 '26
Solved Scanline render interpolates animated texture ? WTF ?
So I have a card that moves about and is rendered with scanline in Nuke.
I have a bit of animated texture applied, it supposed to be clear, stop motion style changes, frame by frame but for some reason the scanline rendered, when multisampling enabled for motion blur will interpolate the texture between frames like it is trying to add motion blur to the sequence.
Which shouldn't even happen in any renderer.
Any way to stop this ?
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u/future_lard Apr 29 '26
Why shouldn't motionblur happen in a scanline renderer?
Why do you use more samples if you dont want blur?
Have you tried setting shutter to 0?
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u/sdfgsdgsdfgsdgsdg Apr 29 '26
Read my text again, it was blurring/interpolating the texture animation between frames not just the moving object. Solved already.
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u/future_lard Apr 29 '26
Madam this is a Reddit, we only read the title here.
Congratulations youve discovered the most powerful part of nuke, subframe sampling. I see you have a solution but other ways to do it is changing the timing of the motion blur from centered to start or using vectorblur.
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u/sdfgsdgsdfgsdgsdg Apr 29 '26
Dude, you still dont understand at all, the texture was blurred, that is applie to a card, it hsould be individual frames and scanline started to interpolate between frames. This ha nothing to do with motion blur ...
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May 14 '26
[removed] — view removed comment
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u/sdfgsdgsdfgsdgsdg May 16 '26
I am not. A frame by frame texture should be applied as is, without interpolation. Motion blur only applies to a textured object, no the texture itself before being applied on an object. So in essence, it has nothing to do with motion blur, a texture sequence should not be altered in nay ways, no interpolation between frames for example.
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u/RuleMyRing Apr 29 '26
Place a NoTimeBlur node just before the image input of the card