It is possible to use velocity vertex maps (a color map or three float maps) to control the motion blur of changing meshes. C4DtoA calculates a time delta from the initial render frame in each motion step and offsets vertex positions using the formula:
pos = init pos + delta * scale * motion vector
where motion vector is the vector read from the user defined vertex maps. If the unit is set to 'per frame', delta is in frames instead of seconds.
Enable/disable motion blur by the object.
When enabled the motion blur will be calculated using a velocity vector defined by vertex maps.
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.
The map(s) which define the velocity per vertex. For instance the point vector attribute coming from Houdini, may be called 'v_1', 'v_2', 'v_3'.
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.
In this example we will use a scene that has been exported from Real Flow with velocity point vertex data. In C4DtoA we can use motion vectors to apply motion blur settings to the fluid.
Make sure that the vertex maps are exported. You can go to the Vertex Map tab to check the settings. All vertex maps are exported by default.
You can download this motion vector example scene file here.