Table of Contents
Vector Motion Blur
Deforms an mesh for sub-frames to allow LightWave 3D to compute motion blur from object sequences.
The displacement must be provided as a vertex map of velocities per frame.
The vector input must be connected to a a node evaluating the vertex map that stores the velocities. The vector output provides the displacement for the current sub frame.
Determines if the velocities stored in the vertex map are per frame (Frame) or per second (Time).
Inverts the direction of the velocity.
Multiplies the velocity to scale the effect up or down.
Slightly changes how the sub-frame offset is compute to let Octane pick up the deformation and evaluate it for the motion blur.