keyframe
uv projection from the camera is a great trick!
however – why is there ALWAYS a however? :wink:
If your camera is animated you will most likely be clipping different points over different parts of your animation, which will complicate matters if you wish to use deformation blur.
A good way around this is to drag your entire scene into pops, and group all points which fall into this 0-1 uv range, using preserve groups.
This way, you will capture every point that has gone through your camera's frustrum. Motion blur happiness will ensue.
Cheers,
G
Yeah, those darn however's…
I had some issues with the motion blur in the beginning when switching from low poly to high poly gemetry on the fly using a custom level of detail as the point count changed upon the switch, This however I solved by putting my Trail SOP before the Copy Sop so that it was calculated per instance instead of the whole thing.
This introduced my to another problem. That my instanced geometry wouldn't get any blur from its translation. Which I solved by activating the “Use Template Point Attributes” on my Copy SOP and adding v to the instanced geometry. And so far I can tell it's all working just fine now.
I'm not sure but I think that that approach might solve the problem as well.