WIP Beta released Procedural Wheel Motion Blur

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

  1. Kelvin Carvalho

    Kelvin Carvalho
    Expand Collapse

    Joined:
    Feb 7, 2025
    Messages:
    2
    This version 2.1 no longer works with Vulkan; if possible, please also make version 1.0 available, since it does work.
     
  2. Ellexium

    Ellexium
    Expand Collapse

    Joined:
    May 30, 2019
    Messages:
    77
    hey, if you haven't already, could you clear your cache and try again? someone else reported a similar issue with it not working with the new update and that fixed it for them and it's working on vulkan from my side too
     
  3. Ellexium

    Ellexium
    Expand Collapse

    Joined:
    May 30, 2019
    Messages:
    77
    Procedural Wheel Motion Blur - V3

    Skin Based Wheel Material Compatibility
    Improved wheel material detection and compatibility, especially for wheels using skins or alternate material configurations. SpinBlur can now follow the vehicle’s currently selected wheel skin through its JBeam/configuration data and build the blur-detection checker from the material that is actually visible in-game, while keeping the effect restricted to the correct wheel geometry. Material handling was also made safer around duplicate or ambiguous definitions, with uncertain cases rejected rather than risking changes to the wrong material.

    Before:
    upload_2026-9-10_20-53-7.png

    After:
    upload_2026-9-10_20-53-18.png

    Texture Path Ambiguity Resolution
    Improved compatibility with wheel materials that use texture paths without explicit file extensions. SpinBlur can now resolve these references against the material and vehicle texture directories, allowing its generated checker materials to preserve the correct textures instead of potentially losing or misidentifying them. Texture normalization was also moved earlier in the material-cloning process so texture names that happen to match the source material name cannot be accidentally altered when the checker material receives its new identity.

    Before
    upload_2026-9-10_20-54-50.png

    After
    upload_2026-9-10_20-55-5.png

    ‘Traffic’ and ‘Prop’ Type Exclusion Enhancement
    Strengthened SpinBlur’s vehicle eligibility and ownership handling so traffic vehicles, props, and other unsupported or not-yet-identifiable vehicles are excluded before any SpinBlur-specific processing begins. Vehicle helper extensions and checker phase updates are now sent only to vehicles that have been positively identified as eligible, replacing the previous global vehicle broadcasts and preventing excluded vehicles from doing unnecessary SpinBlur work in the background.

    Exclusion system visualized
    upload_2026-9-10_20-56-24.png

    Shiny Rim Roughness Protection
    Added a new Tire-only Checker Materials mode (enabled by default) to protect rim appearance on shiny or chrome wheels. When enabled, SpinBlur applies its roughness checker only to tire materials and leaves rim materials untouched, with a new adjustable rim compensation fill used to cover potential blur gaps created by excluding the rim from checker detection. A visualization mode was also added for tuning this compensation area, along with proportional adjustment of the surrounding wheel-wall opening so the added fill is not clipped. Checker textures were moved to BeamNG’s data-texture path for more reliable roughness/prepass handling, and stale SpinBlur material bindings are now cleared and rebuilt safely when the checker policy changes

    Before Protection
    upload_2026-9-10_20-58-10.png

    After Protection
    upload_2026-9-10_20-58-47.png

    New Roughness Protection Options
    upload_2026-9-10_20-59-26.png

    Seeing as a lot of the mod has been changed in some way, I’d recommend clearing your cache to avoid leftover temporary files from the older version of the mod. The first post will be updated with the new version of the mod attached. The update will also be on the repo once approved.
     
    • Like Like x 3
  4. Derpitron

    Derpitron
    Expand Collapse

    Joined:
    Jun 25, 2017
    Messages:
    275
    The best! Good work.
     
  5. Ellexium

    Ellexium
    Expand Collapse

    Joined:
    May 30, 2019
    Messages:
    77
    thank you!
     
  6. BrodopoIis

    BrodopoIis
    Expand Collapse

    Joined:
    Feb 11, 2024
    Messages:
    4
    Update: this mod was NOT causing my game to lag out and instead it was a tire thermals mod causing my game to lag lol
     

    Attached Files:

  7. Doooooooooooom

    Doooooooooooom
    Expand Collapse

    Joined:
    Sep 22, 2025
    Messages:
    1,276
  8. Icendox

    Icendox
    Expand Collapse

    Joined:
    Oct 25, 2021
    Messages:
    52
    wonder if it would be possible to have other spinny things blur, like the fan in the md series bus
     
    • Agree Agree x 1
  9. Derpitron

    Derpitron
    Expand Collapse

    Joined:
    Jun 25, 2017
    Messages:
    275
    This would probably require recognising the fan's material in the same way that this mod "recognises" a rim's material
     
  10. Baconzez

    Baconzez
    Expand Collapse

    Joined:
    Feb 4, 2024
    Messages:
    274
    I wonder if it's possible to have some sort of flag added into the flexbodies/props section to enable blur on a per mesh basis and define which axis it rotates on
     
  11. blackrose

    blackrose
    Expand Collapse

    Joined:
    Dec 12, 2025
    Messages:
    11
    I think once DLSS is implemented, we will be able to have better motion blur across the board, as it will introduce per-pixel velocity buffers
     
  12. Derpitron

    Derpitron
    Expand Collapse

    Joined:
    Jun 25, 2017
    Messages:
    275
    That would be official BeamNG's responsibility to add, not possible within a single mod
     
  13. zenkitweakin

    zenkitweakin
    Expand Collapse

    Joined:
    Sep 16, 2026
    Messages:
    1
    nice i wish it was still working with the path editor
     
  14. Baconzez

    Baconzez
    Expand Collapse

    Joined:
    Feb 4, 2024
    Messages:
    274
    i dont mean in the sense of being internal, i meant like you just have the ability to use ellexium's shader on anything that rotates
     
  15. Crumple Zone

    Crumple Zone
    Expand Collapse

    Joined:
    Jan 13, 2023
    Messages:
    310
    Late to the party here, thank you for this brilliant mod, Ellexium!

    I am stuck with 0.38 for some more time (CrossOver Mac doesn't support DX12 properly yet)
    This being said the current version of this mod works pretty good anyway without a noticeable performance hit.

    I do only have the effect working on the rim though, tire has no motion blur and looks shiny/wet instead.
    I do not want to generate work since I am obviously part of one of the fringiest fringe user groups, but if anyone has an idea or fix i'd appreciate anything to try out. I have read the entire thread. This is my first time installing the mod so leftover cache can not be the cause of this.

    P.S.: I have looked for this described feature: "Originally the mod came with an Imgui settings menu, it can still be accessed through clicking the "Advanced Controls" button in the Mods tab settings menu." but can't find it there anymore.

    Bildschirmfoto2026-09-17um171835.png
     
    #75 Crumple Zone, Sep 17, 2026
    Last edited: Sep 17, 2026
  16. .:Ω-420:.

    .:Ω-420:.
    Expand Collapse

    Joined:
    Aug 1, 2026
    Messages:
    4
    But 0.39 supports DX11. I have no idea how that mac stuff works but when you start the game can't you select DX12, DX11 and Vulcan?
     
    • Like Like x 1
  17. Crumple Zone

    Crumple Zone
    Expand Collapse

    Joined:
    Jan 13, 2023
    Messages:
    310
    Yeah I've read all trough it. At the moment it's a hell of a lot of work just to get it working.

    I always use the direct launcher to not have Steam running. So I would have to make a launcher that forces DX11.
    Then I have to turn tons of graphical stuff off and run lower res just to have it running ways slower than 0.38.
    I see some users are going as far as installing 0.39, copying the new vehicles out of the folders, roll back to 0.38 and paste them.

    Problem is I already lack RAM, I only have 16 GB ATM. It runs fine now, but everything is pointing in the direction that it just won't in 0.39

    CrossOver will fully switch to native ARM Wine (at the moment it's still running trough the X86 translation layer Rosetta 2. Also Crossover will iron out all the bugs to get DX12 running well. That's when I'll update … probably directly to 0.40


    BACKONTOPIC:
    Anyone on PC has this issue where the rims blur but the tires don't?


    EDIT:
    Look no further, the cause is the specific E36 car mod I was using. Probably the tire material it is using or something.
    Testing a vanilla car with a vanilla tire has motion blur running fine for both rim and tire.
    Bildschirmfoto2026-09-17um215935.png

    EDIT 2: It now works with the E36 mod, but a bit on and off. Gotta do more testing.
     
    #77 Crumple Zone, Sep 18, 2026
    Last edited: Sep 18, 2026
    • Like Like x 1
  18. Derpitron

    Derpitron
    Expand Collapse

    Joined:
    Jun 25, 2017
    Messages:
    275
    On Linux Native I have no visual issues.
     
  19. Crumple Zone

    Crumple Zone
    Expand Collapse

    Joined:
    Jan 13, 2023
    Messages:
    310
    On Fedora Asahi Remix installed on a ARM Mac?
     
  20. Derpitron

    Derpitron
    Expand Collapse

    Joined:
    Jun 25, 2017
    Messages:
    275
    Sorry I didn't specify, I assumed you were trying to run BeamNG on MacOS via a compat. layer.
    I'm using Arch Linux x86_64.
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice