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It is possible to use velocity vertex maps to control the motion blur of changing meshes (vertex maps are scalar float maps and not vector maps). You can enable/disable vector motion blur, define vertex maps, unit, and scale. C4DtoA calculates a time delta from the initial render frame in each motion step and calculates vertex positions using the formula:

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When enabled the motion blur will be calculated using a velocity vector. By default, C4DtoA will not motion blur an alembic Alembic cache of a mesh that has a changing topology. However, C4DtoA can use the velocity attribute as a source to derive motion blur data from a mesh that has a changing topology using a motion vector.

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