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It is possible to use velocity vertex maps (a color map or three float 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 offsets vertex positions using the formula:

  pos = init initPospos + delta * scale * mapValuemotion vector

where mapValue motion vector is the vector read from the user defined vertex maps. If the unit is set to 'per frame', delta it is in frames (instead of seconds * fps).


Enable/disable motion blur by the object.


When enabled the motion blur will be calculated using a velocity vector . By default, C4DtoA will not motion blur an 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.

Find maps

You can select how to define vertex maps, defined by vertex maps.

Vertex map type

Specifies the type of the vertex map used, which can be a color map or three float maps (X, Y, Z channels).

You can also specify if the vertex maps are assigned by link or by name.

  • By link: you have to drag & drop the vertex maps of the motion vector channels to the link fields. This mode can be used if the maps are visible in the object tree. 
  • By name: this mode is useful when the object is a generator and the maps are generated to the polygon object, so they are not visible in the object tree.

X,Y,Z map / Vector map 

Use this velocity attribute as the source to derive the motion blur data. You must use the name that the velocity was exported as a per point vertex map or drag & drop the vertex maps on 'by link' mode. C4DtoA will use the vertex velocity attribute to calculate the motion blur. The point The map(s) which define the velocity per vertex.  For instance the point vector attribute coming from Houdini, for example, may be called 'v_1', 'v_2', 'v_3'.

  • X map: vertex map of the x velocity component.
  • Y map: vertex map of the y velocity component.
  • Z map: vertex map of the z velocity component.

Motion Vector Unit

Choose between 'Per Frame' or 'Per Second'.



Specifies if the velocity is interpreted as a 'per frame' or 'per second' value.


A float scale field (with a default value of 1) to do time scaling effects.


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