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everything has to be baked into key frames (no baked dynamics or vibrate tags generated movement) yes, it now works, and I think I know the problem Did it get lost in the merge (might not've been moderator approved yet)? The advantage is that it is usually quicker to render compared to true 3D motion blur.I posted a reasonably comprehensive reply. This AOV can be used by post-processing software to calculate a 2D motion blur effect.
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We will talk about the advantages and disadvantages of using this technique compared to true 3D motion blur. The motion_vector AOV outputs a color channel that shows object movement within the scene. This tutorial aims to demonstrate how to use the motion_vector AOV in a pool ball scene. There are two methods to generate motion vectors, one using a shader and the other using a built-in AOV that Arnold provides. We will demonstrate how to generate motion vectors for the cases where it is desirable. However, it can be sufficient in some cases. This type of motion blur is lower fidelity it does not capture lighting changes as an object moves, nor complex interactions of depth relative to the camera. In some cases where there are severe time constraints, it may be faster to instead output motion vectors and blur the images in a compositing package afterward. This requires using more AA samples to resolve noise from motion blur, but often those samples are needed anyway for noise resulting from the depth of field, direct and indirect lighting, volumetrics, and so on. Motion blur in Arnold is generally best accomplished by using the natural motion blur support, where transforms and vertices of objects are sampled over time from a camera's shutter open to shutter close.
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