I’m struggling with a technique for giving motion blur to an alembic cache that I am importing into the engine.
I’m following the kind of technique used between Houdini and Maya, in which I give Maya the velocity vectors per vertex via vertex color. But I’m having issues with the fact that Unreal only reads the vertex colors in a value range of 0-1, which is highly insufficient.
What I’m trying is to bring this info baked into UV sets, using U and V(inverted) from the first set as the X and Y components of the vector, and U from the second set as the Z component, and then giving these vectors as the second input for the PreviousFrameSwitch node. But it still doesn´t seem to work as I expected, and I don’t know why. It definitely builds some motion blur, but is kind of noisy and it doesn´t seem to match the direction of the movement very well.
Do any of you guys know of a good procedure to give this kind of geometries Motion Blur in Unreal? It would be very much appreciated to know how everyone has managed to achieve this effect.
Thanks in advance, have a nice day.