I'm experimenting with long exposure photography and suddenly realized that the corona renderer does not allow me to get an image with motion blur if the animation is done using textures.
The most obvious example is the surface of water shot at a long exposure. The only thing I can do to recreate it is to make a simulation using PhoenixFD (which is unacceptable for large spaces such as a river or sea) or use a Displace modifier with very strong surface subdivision - which is also not acceptable for large spaces.
I can't use the PhoenixFDOceanTex map in the displacement slot because Corona doesn't support motionblur for changing topology. And the strangest thing I found out is that I can’t get motion blur when I put it in the bump slot, because animated textures in the material do not affect the motion blur in any way.
The second example is a TV screen shot with a long exposure, if I animate the image on the screen using a image sequence, it wont work and I will not get this "cumulative light effect" that will be in photography.
The same goes for simply animating a static texture map if I animate its tiling, offset, and so on, corona won't get this into account when creating motion blur.
And of course it would be nice to finally get motionblur with a changing topology during displacement, at least with a PhoenixFdOceanTex map, I hope it will be possible to come up with a solution with your colleagues from the head office so that it works in some “special way”, just like motion blur works in regular simulation using PhoenixFD