Hi,
I am working on a material that relies heavily on world position offsets to achieve a certain effect. It is important to have motion blur on this geometry deformation.
I have enabled ‘Accurate velocities from Vertex Deformation’ on the project settings. I definitely see motion blur when I render out a sequence (via sequencer) if I drive the deformation with a time node. However, I would like to do this via a material parameter that I have exposed (animated on a track on the sequencer). Unfortunately, when I do so, I lose the motion blur.
I have noted this bit of info
“Note that this feature can only support velocities from changing time, not parameters set by blueprint or gameplay code”
from Unreal Engine 4.8 Release Notes | Unreal Engine Documentation.
I guess that explains it, although I am failing to fully understand why this is the behaviour. Could anyone explain how exactly the velocity information is calculated every frame? Any suggestions to get the motion blur to work with a world offset deformation? (i.e. drive the deformation via a parameter on the sequencer)
Thanks beforehand!