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.
>
>

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