This version 2.1 no longer works with Vulkan; if possible, please also make version 1.0 available, since it does work.
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
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: After: 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 After ‘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 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 After Protection New Roughness Protection Options 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.
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
This would probably require recognising the fan's material in the same way that this mod "recognises" a rim's material
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
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
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
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.
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?
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. EDIT 2: It now works with the E36 mod, but a bit on and off. Gotta do more testing.
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.