(07-20-2022, 05:23 PM)tyFlow Wrote: Hmm, interesting idea...right now it's not possible by default because moblur is calculated as the difference between transforms over the motion blur interval. No motion = no moblur.
I'm just spitballing here, but maybe the tyVertexVelocity modifier could be used to save the original motion to a UVW channel (it has that option), then you could do a render-to-texture bake and load that in as a velocity map? Not really sure if it would work since I haven't tried it....moblur on stationary geometry is an unusual request.
Well... seems to be complicated. hoped that would be easier ;-)
alternatively i thought about something like a hacksaw in the curve editor. This would be the brute force way.
i think i try your way first (if i understiood it right)
By the way: 9 years ago i did this in thinking particles. back then i was surprised that this worked. Its still online: https://www.youtube.com/watch?v=Fm3iuoItT94
not very impressive in this days but i working on it ;-)
Regards
H.Kroeber