03 March 2011, 04:56 PM
Is there a way to bake an animation as a geometry sequence (like one normally would for particle instancing), but also attach per-vertex velocity information so that ideally particle instance geometry could have deformation motion blur? This would be nice for the beating wings of birds or insects when using geometry replacement (sometimes I can't instance 30 rigs- geometry replacement is lighter and I like the expression control).
Is this something that could only be done with a plug-in to replace the built in instancer?
And finally, how is per-vertex velocity information passed to mental ray in fluid meshes (realflow or nparticle)? Anyone know the technical details?