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Texture motionblur issue


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I don't know if there is a proper way to do this, but I found a hacky way ...

It just:

- transforms the points into uv space.

- computes velocity of the UVs

- renders that out, from a second camera

- projects new uvs from that camera.

- geo transformed back into world space.

- rendered again with the previous render as a map, from the main camera.

not too elegant but it works :)

It might be better to write the UV velocity to an attribute so that you can have it as an AOV in your shader to take into COPs later and smear..... that would be trickier though...

Motionblur_texture_1.hipnc

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