World offset bend in material (Mesh smear)

Hi, I am trying to make a mesh smear effects(like sword tail) with material. And I found some of tutorial like below using world offset with world direction. I was able to make the effect below but the problem is that this can’t be bent with direction.
I looked for the solution. but I couldn’t find how to bend it along with vertex direction.
If anybody has idea for this, please let me know.

Thanks in advance.

This is what I need
스크린샷 2023-09-07 174603

Mesh Deform I did so far
Animation

My material node

*Youtube about world offset for mesh smear deform

It’s because of Virutal Shadow Maps. When you are doing with material WPO or opacity, this will happen. In your project settings, change “Shadow Map Method” to the not beta one, and hope Epic will do better in the future.
Sorry I didn’t read your post thoroughly, I will continue edit this reply to fit the topic.

Sorry to make you misunderstanding for you.
What I meant was about bending mesh with world offset in material.
I have attached a new image what my problem is.

Thanks.

Sorry I didn’t read your post thoroughly, let’s get back to the topic.
The param “Loc” actually indicates a vector that’s oppsite to actor’s moving direction, so it can dot with vertex normal to find how far each vertex should move.
So with this “velocity” method you provided, the first solution I think of is to form a chain of velocity, everytime when the actor rotate, you’ll have to take side vector into account, add it to the tail of the chain, and fill the middle.


Then add more “chain ring” in the material. Each chain ring is from the param to it’s first multiply. Then multiply them with what tells them which vertices should move, multiply a weight, add them together, and devide by total weight. Then you can link the result with noise and anything else. The more chain ring you add, the more accurate it will be.
I’d say it’s far more complicated, if you get confused or need help with the other part of BP, feel free to ask.

Yeah, It is a bit confusing to me. could you give me some more idea of the rest of the part? ( BP or etc…)
Dose each parameter node represent the velocity chain?
My goal is to make likely motion blur with geometry deformed in Material.

Thank you so much for your help

Sorry for the late reply, I’ve been busy lately and it did take me a while to make a optimized example.


Character tick part, I use a interp to simulate a velocity in the past and pass it and current velocity to materials on the mesh.

In the material, I use a lerp between the two velocities by noise, so that the tail will take older velocity.
And the result is like this.
qwq2
Since I use noise function, with post process like motion blur it will looks flickering, but using noise texture like yours will be fine.