We had this too - we used end on frame setting in the end to get as
close as possible!
S.
On 21/05/2013 22:17, Steven Caron wrote:
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
<mailto: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.