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Is it possible to have motion blur on moving texture via variable mapping location coordinates ? I am using cycles.

mapping

I am trying to have ground animated with motion blur, but don't want to change position or size of plane.

animation

(http://i.imgur.com/b752zJX.gif for animation)

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Motion blur will not work because the object doesn't move in the scene. What you need to do is to blur the texture in the nodes. For it there is nice node group named ImageBlur from the b°wide NodePack. This node will blur the image in all directions, put it between Tex. Coords. and Image Texture nodes. You can control the amount of blur:

enter image description here

To blur only in one direction we need to adjust the ImageBlur group node. Add those Separate RGB, Add and Combine RGB nodes and change marked values:

enter image description here

Now you have blur only in one direction:

enter image description here

If you also plug in 2 Mapping nodes with opposite values for rotation in Z you can change the blur angle:

enter image description here

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The solution in this particular case might be using two different textures, the clean one you have, and another one previously blurred in Photoshop, GIMP or any other software.

Then, in the material nodes, mix the two textures with a regular Mix Node and animate the Factor between 0 and 1 when your mapping starts or ends its movement.

You may animate it manually, unless some math guru gives you a magic Driver setup for this.

Note that if you simply blur your current texture, it's not going to be seamless. First make a composition of 3 tiles, apply the directional blur to it and then cut the middle tile.

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    $\begingroup$ This is fine if the blur amount is constant (and much more efficient than the other answer which uses a noise texture to 'blur' the vectors), but if you have to show the increase/decrease of speed, a simple fade between the blurred and un-blurred texture will look bad. $\endgroup$ – Greg Zaal Jan 23 '15 at 13:27
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    $\begingroup$ You're right. If the acceleration were fast, it could be fine. Maybe another intermediate texture could improve the result. $\endgroup$ – Antonio Buch Jan 23 '15 at 13:52
  • $\begingroup$ Yep, you would need to have a texture for every frame, which you could easily pump out of blender's compositor. $\endgroup$ – Greg Zaal Jan 23 '15 at 13:59
  • $\begingroup$ Well, I was thinking about fading between 3 different textures actually. It need to be tested, but it might work. $\endgroup$ – Antonio Buch Jan 23 '15 at 14:17
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    $\begingroup$ Meant for every frame of the transition (not the whole animation), but think we're thinking the same thing basically :) $\endgroup$ – Greg Zaal Jan 23 '15 at 16:19

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