Hi, could we get some clarification on how motion blur on packed RBD sims is being handled?
It only seems to work when deformation blur is checked on the Octane ROP, but it looks like this is actually calculating the deformation motion blur based on the unpacked full resolution geometry's points rather than treating it as a bunch of individual objects transforms?
It's incredibly inefficient, and increases render times by 10x. Redshift doesn't do this, it uses transformation blur for both object level transforms and packed-sop level transforms.
I have v attributes, I've even tried instancing the RBD rest geometry on to points as a workaround and ticking "instancing MB computed from velocity attribute" in the Octane Object Parms but this does nothing.
In it's current form, motion blur is basically unusable on RBD sims. Really needs to be sorted out.