WIP Beta released Procedural Wheel Motion Blur

Discussion in 'Mods and Skins' started by Ellexium, Sep 2, 2026.

  1. Ellexium

    Ellexium
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    As Hasservern mentioned, it has to do with stability - I really want to iron out as many bugs as possible, at least the bad ones that break stuff or problems that stop the blur fundamentally from working properly. I do feel like I'll release 1 more update with a bug fix (that addresses the white material issue frks3864 had) and then I'll probably consider it mature enough to hit the repo


    As much as I would love to do something about it, it's part of how the mod works. Basically, the pattern you're seeing is a deliberate special checker pattern embedded in the roughness of wheel materials that the shader uses to identify wheel pixels and reject every other pixel - if I removed it, then the side effect would be the blur showing up through a ton more bodywork and look a bit uglier since although the depth information BeamNG has is pretty good for what this mod does, the depth testing still fails in lots of areas where stuff is close together and can be somewhat unreliable at times. The best way to solve it would be to have some kind of 'wheel material buffer' that could just tell the shader what wheel pixels are without the weirdness and touching the materials, but from the research I've done there is no way for me to do that without shipping the mod with some kind of DLL or script to "inject" that into the graphics pipeline, so currently to my knowledge, the subtle checker pattern is the best compromise I could make
     
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  2. Ellexium

    Ellexium
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    Procedural Wheel Motion Blur - V2.1

    Wheel Material Collision Detection
    A rare issue could cause some stock wheels or tires to appear plain white when certain older or heavily modded vehicle packs were installed. This happened because BeamNG materials share a global namespace, so a mod could accidentally define a material with the same name as an official BeamNG wheel material. In those cases, SpinBlur could end up cloning the wrong material source even though the correct stock wheel was installed. The problem was uncommon because it only appeared when a specific material name collision existed somewhere in the user’s installed content, which is why most vehicles and mod setups were unaffected. SpinBlur now avoids relying on the material name alone: it traces the exact wheel part back to its physical JBeam source, verifies whether that part belongs to official BeamNG content or a mod, and only trusts compatible material sources. This prevents unrelated mods from hijacking stock wheel materials while preserving normal support for modded wheels.

    The first post will be updated with the new version of the mod attached.
     
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  3. todove

    todove
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    Thank you for creating the program. It worked fine in the previous version, but the latest version displays the issue shown in the picture. The map is East Coast and the vehicle is Bastion.
     

    Attached Files:

    • test01.jpg
  4. Ellexium

    Ellexium
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    thanks for the report, could you spawn that car again then send me this file from your user folder so i can look into this more:

    "...BeamNG.drive\current\temp\spinblur_material.log"

    also, does it happen for every vehicle and map or just that one? do you have any other mods installed?
     
    #44 Ellexium, Sep 9, 2026
    Last edited: Sep 9, 2026
  5. todove

    todove
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    thank you
    --- Post updated ---
    It's the same with other maps and vehicles. I have mods installed, but it works fine as usual.
    --- Post updated ---
    I've installed mods, but it's working the same way as before. The translation seems to be having trouble.
     
  6. Ellexium

    Ellexium
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    Could you clear you cache, see if the problem is the same as before, then send me this file:

    "...BeamNG.drive\current\settings\spinBlurWheelEffect_v2.json"
     
  7. todove

    todove
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    I sincerely apologize; I completely forgot about the basic step of clearing the cache. I'm sorry for the trouble I've caused.
     

    Attached Files:

    • ee.jpg
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  8. Ellexium

    Ellexium
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    no worries!
     
  9. Derpitron

    Derpitron
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    I hope you also publish the source code at some point so perhaps other people could contribute to it. Smuggling the mark of a wheel via its' material's roughness map is hilariously evil.

    Usage tips for a smoother blur:
    Inner Angle Blur Amount: 33.333 (author, please increase the limit to 40)

    Inner Angle Blur:
    Inner Angle Fade Start: max it to 100%

    Semi-Lagrangian Blur:
    Maximum Trajectory Span (Pixels): max it to 128
    Trajectory Samples: max it to 49 (author, please increase this limit too. This blur type is generally less smooth than Inner Angle Blur, so it needs to be compensated with more smoothing, i.e it needs a higher amount of Trajectory Samples than 49)
     
    #49 Derpitron, Sep 9, 2026
    Last edited: Sep 9, 2026
  10. balmaceda882

    balmaceda882
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    I love this mod!! Thank you. However, i'm having issues with the SV Wheel Pack where some wheels have missing textures and others where the material is messed up. That would be the only problem i've found.
     

    Attached Files:

    • Screenshot2026-09-09191520.png
    • Screenshot2026-09-09191546.png
  11. BrodopoIis

    BrodopoIis
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    Just downloaded the mod and so far it is pretty good but there is one bug i have experienced, when I have traffic enabled the frames drop alot and as soon as i disable traffic the game starts to run smooth again
     

    Attached Files:

  12. Ellexium

    Ellexium
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    thanks for the report, could you spawn those cars or change to any config with the problematic wheels then send me this log from your user folder?

    "...BeamNG.drive\current\temp\spinblur_material.log"
    --- Post updated ---
    Ah that's odd, could you record that video again but open the mod's settings in the Mods tab, then click Advanced Controls to open the imgui window and leave it on screen for the recording? I'd really want to see this part of the window:
    upload_2026-9-9_19-54-33.png

    Also if you can could you tell me the amount of traffic cars you have spawned and if any are pooled?
     

    Attached Files:

    • upload_2026-9-9_19-54-15.png
  13. BrodopoIis

    BrodopoIis
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    Attached Files:

  14. Ellexium

    Ellexium
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    thanks, does it do the same thing if you uncheck 'PostFX enabled'
     
  15. BrodopoIis

    BrodopoIis
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    It makes no difference at all
     
  16. Ellexium

    Ellexium
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    and just to confirm, if you remove just the blur mod, restart the game and spawn the traffic, it doesn't slow down?

    EDIT: i think i found the bug that might have been causing this, could you replace the version of the mod you have with this one and let me know if you encounter the same issue?
    --- Post updated ---

    could you also try this version of the mod as well? i addressed that issue at the same time in this build too

    Also clear cache just in case
     

    Attached Files:

    #56 Ellexium, Sep 10, 2026
    Last edited: Sep 10, 2026
  17. Baconzez

    Baconzez
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    This may be slightly unrelated but falls into the field of motion blur as a whole, the way you collect axial vectors over cpu is somewhat similar to what as far as im aware the ingame linear (or whatever you wanna call it) motion blur does, but the ingame blurs motion vector is very noisy and is very VERY prone to ghosting (you can see it best on vehicles with splitters and stuff but even the backs of tires have this weird overlap ghosting effect). I was just curious if there is any chance you can somehow manage to improve or alter that blur mask because your axial mod seems to have a pretty much perfect mask. Just curious if youd ever be willing or have experimented with the normal blur ingame to try improve on it.

    Edit, Ill go over the thread again but with your mod enabled the actual motion mask seems to be a lot more stable :3 still the ingame blur artefacts a LOT but Im curious if this was an intention or not (sorry if you did mention it my dumbahh just decided to dowload the mod instantly didnt even read the thread lel)
    but you can see what i mean around the wheels and the edges of the shadows... they look like overlapping innacuracies
    upload_2026-9-10_9-16-7.png

    I have also noticed the wheel edge detect is a bit iffy on thinner profiled fenders (or overall on fenders with physically thin walls on the model)
    upload_2026-9-10_9-18-27.png
    upload_2026-9-10_9-18-29.png
     
    #57 Baconzez, Sep 10, 2026
    Last edited: Sep 10, 2026
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  18. Derpitron

    Derpitron
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    works fine for me, i'm using RTX 3050 Mobile GPU, on Windows 11. what OS and GPU are you using? Are you using Vulkan or DX12?
     
  19. Izukuro

    Izukuro
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    "i'm sorry for the trouble i've caused" proceeds to make a bruckell ad you'd see on the side of I-45
     
  20. Ellexium

    Ellexium
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    yeah the built in blur seems to artefact a bunch, and I've noticed that it does similar things to the wheels even without my mod enabled. so what's happening is my PostFX is sampling the already artefacted wheel pixels and blurring the ingame blur that "leaked" into it in the first place - i noticed this and tried to do quite a bit to work around it but it just made it worse so i left it alone as is

    for the thin walls though, I actually did mention it in the post (sort of, i mentioned bodywork close to the wheel), so it's something I'm totally aware of but would still take a bit of research to somehow fix. I'm using a combination of depth testing and pattern embedding in the roughness on the wheel material to reject non-wheel pixels and it still does that anyways so yeah, it's a pretty tough nut to crack
     
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