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Motionblurring a fluid surface


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I have a particle fluid surface that is being generated around some scattered points and those scattered points are moving on a deforming surface.

I want to render with motion blur, the resultant mesh generated by the particle fluid surface. I am getting weird results and the motion blur is all over the place.

I am using a trail SOP after the particle fluid surface and using geometry velocity blur. I believe the problem is that because the point count of the generated mesh is changing every frame, the trail is totally freaking out because, for example, point number 5 might be somewhere on frame 1 and somewhere completely different on frame 2 because of the changing point counts.

It must be possible to motion blur something like this. Anyone able to help with some suggestions?

Thanks!

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Aaah, I was scattering using a painted attribute before anyway so the scatter wasn't changing its point distribution it was just that I applied a trail SOP after I meshed the points instead of applying it to the points and having the mesh inherit the velocity attributes from the scattered points. Silly me...

Cheers Igor!

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