Taos API Reference
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    Interface MotionBlurFeatureOptions

    interface MotionBlurFeatureOptions {
        strength?: number;
        maxRadiusPx?: number;
        samples?: number;
        useVelocityBuffer?: boolean;
        skinnedDrawItems?: () => readonly SkinnedDrawItem[];
    }
    Index

    Properties

    strength?: number

    Velocity multiplier (1 = real shutter; 0–2 typical).

    maxRadiusPx?: number

    Clamp per-pixel blur length (pixels). Keeps cuts/teleports from streaking the frame.

    samples?: number

    Sample taps along the velocity vector. More = smoother + slower.

    useVelocityBuffer?: boolean

    When true, an extra VelocityPass re-rasterizes the frame's mesh and skinned-mesh draws into an rg16float velocity buffer using both the current and previous frame's view-projection + model/joint matrices. The motion blur shader reads that buffer to deliver per-object motion blur (objects moving while the camera is still). Pixels not covered by the velocity pass — voxel chunks, particles, anything skipped — fall back to the cheap camera-only depth reprojection inside the shader.

    Trade-off: an extra geometry pass per frame. Disabled by default to preserve the camera-only fast path.

    skinnedDrawItems?: () => readonly SkinnedDrawItem[]

    Per-frame callback returning the active skinned draw items, mirroring SkinnedGeometryFeature's drawItems option. Only consumed when useVelocityBuffer is true; otherwise omit. Skinned items without a previousJointMatrices field contribute model-matrix velocity only (per-bone skin deformation goes unblurred).