Directional motion blur that curves, instead of the single straight angle a normal motion blur gives you. Draw strokes showing which way things move; the direction between them is blended into a smooth field, and each stroke carries its own speed.
Both blur editors preview the real result, not an approximation. The geometry goes to the backend and comes back rendered by the same code the graph runs, so what you tune is what you get. It refreshes when you finish a drag rather than during one, and
Vtoggles between the result and the original. The node has to have run once for there to be a frame to preview.
- Spread sets how far a stroke's influence reaches. Areas far from every stroke stay sharp.
- Ctrl-drag a point for its own speed, on top of the stroke's. The stroke's Speed slider then becomes the overall intensity of that path and the per-point value is the shape of it along its length, so one stroke can accelerate instead of needing a stroke per speed. The dashed clone sits where that pixel will actually end up, at the current Strength.
- Shift-drag empty space to box-select points and move, delete or Ctrl-drag them as a pack.
maskinput: where it's white, the original is kept. No occlusion information exists, so at the end of a stroke the background will smear over whatever is in front of it, and this is what protects it.
Very high Strength ghosts rather than blurs. The sampling is capped, and past that point you see discrete steps instead of a smear.