Voxel (gas) rendering deformation/per voxel based vector speed motion blur support (eevee + cycles)?
Voxel (gas - fire and smoke) rendering deformation/vector speed motion blur support (eevee + cycles). I noticed that cycles and eevee doesn't seem support voxels motion blut. Fire doesn't look blurry (i have baked, cahced - tried uni and openvdb formats and compositing vector motion blurs but no) - so it seems like there is no motion blur support for mantaflow's fire and smoke rendering? I don't know is it because of mantaflow or rendering engine? I miss this kind of feature - it made fire and smoke simulations and rendering much more seamless in other solutions when i could use motion blurred "deformed" fire and smoke - but in blender it doesn't seem to be possible - i couldn't find any solutions/answers to "how get fire motion blur in blender" - it looks to be just static motion blur and motion blur is supported just for polygons? So voxel vector blur? needed i think - unless i have missed something? at the moment i can use optical flow and generate vector motion blur in post workflow in video editor i use but it doesn't work so seamlessly and have some artifacts :/
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Liquid deformation is supported at some level (well that also looks to be buggy at the moment mostly - uni format only supported -i remember that openvdb will be supported - i guess? so that is under development) - but what i am asking now is: gas rendering do same thing - motion blur the flames and smoke in voxel deformation level.