ok, thanks. we tried strand velocity but had issues with underlying geometry being blurred differently.
On Tue, May 21, 2013 at 2:05 PM, jimmy gass <ji...@nervegass.net> wrote: > No strand caching. We wanted to save our self the extra step, since there > were already like 5 stages of cache and sim. So the strands were left live. > To get Motion blur to behave properly, I just made a compound at the front > of the entire system, that calculated the strand velocity and stored that > every frame, but then set it back to what it was the frame before at the > beginning of the sim to keep the behavior right. Basically just forcing the > velocities for the rendered to do what it needs to do. That node has become > quite popular here for that purpose. > >