Yeah, I've definitely noticed and have been eyeing the mods tab since I started working on this, It's just that the imgui menu has made testing and development a lot easier tbh. But when I stop working on it as heavily I'll for sure look into it, And yeah I definitely considered hubcabs, their materials fall into the classification system so they get blurred just like the rest of the wheel, and the material underneath them automatically get classed as wheel materials as well so they get blurred as well. I've tested (and am testing/improving) the classification system on every config in the game including a few mods to catch as many cases as possible
Thanks, gonna look into this --- Post updated --- Found the cause and fixed it, I'm gonna roll the fix into the next update which should drop pretty soon
could you tell me: what car you tried to load the map you tried to load it on other mods you have installed
Procedural Wheel Motion Blur - V2 Mesh Classification The mesh classification system got a geometry-based rescue path for wheel meshes that have no direct wheel-node overlap. In addition to using physical wheel-node overlap and wheel-related mesh or material names, SpinBlur can now group flexbodies that share the same JBeam node set and compare that node geometry against the vehicle’s physical wheel regions to confirm that the mesh is actually centered on a wheel. This allows parts like rims that would have been ineligible for blur before to be identified reliably while explicitly rejecting nearby stationary hardware such as brakes, hubs, spindles, drums, axles, and suspension parts. Mesh Classification System Visualized – (Red – Ineligible for Blur, Green – Allowed to be Blurred): Before: After: Visual Effect SpinBlur gained a new Inner Smooth Angular Rim Blur layer that complements rather than replaces the original Semi-Lagrangian reconstruction. The first version of the mod relied entirely on source-local velocity-field sampling, which produced convincing streaks across a wide range of wheel angles but could remain visibly sparse or spoke-like, while the new version can additionally reconstruct the inner rim by analytically rotating samples around the wheel's real axle to create a much fuller, smoother long-exposure appearance akin to 'Real Long Exposure' in Reshade. Based on how the effect works, it can look distorted at certain angles (like head on instead of laterally), so depending on how the wheel is viewed, it fades back into the Semi-Lagrangian technique automatically to avoid distortion of the blur. Before – Only Semi-Lagrangian: After – Semi-Langrangian Mixed with Inner Smooth Angular Rim Blur Effect Positioning A wheel alignment issue was fixed where the live blur could rotate around a slightly stale or incorrectly reconstructed wheel position instead of the wheel’s true current axle, causing the blur application surface and the rendered PostFX itself to look wrong. The mod had been estimating the wheel pose from older Vehicle-Lua data and compensating it using the vehicle body transform, which worked fairly well until suspension movement, steering, deformation, or timing differences caused the wheel to move independently of the body. Replays were already somewhat doing the right thing by reading the current axle-node positions directly, so that more accurate approach was promoted to normal live use as well. The blur, carrier, grouping, and wheel ownership geometry now all use the same current axle center and direction, eliminating the off-center distortion and keeping the blur locked to the actual rendered wheel. Interestingly, this more accurate method of wheel position reconstruction is actually more optimized than what it's superseding as well. Before – Incorrect Wheel Position Reconstruction After – Corrected Wheel Position Reconstruction Settings Menu There is now a settings menu in the mods tab dedicated to tweaking and tuning the look and feel of the blur. The old Imgui settings menu still exists though and can be toggled open or closed with the “Advanced Controls” button, although the most impactful controls are concentrated in the new Vue settings. 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.
Just came back here to say thanks. Finally the pictures taken in photo mode look right when motion blur is enabled.
for some reason (on some wheels like the on in the picture) the mod replaces the main wheel material (of whatever wheel is installed) with a spinblur one without any textures mod works completely fine aside from this, though
it's doing it with the vanilla alder dragger wheels (dw it has nothing to do with the car that the wheels are on)
Probably due to constant updates, its better to stay at the forums until the mod is stable. Speaking of, I havent downloaded the new updates but theres an issue where if you look really closely to the rims, it would show a very transparent grey checker textures. Certain rims would amplify the effects (something white and clean)