My character is splashing paint from a bucket onto a wall. I’m using an Mball object as the particles source, looks pretty cool. The velocity is pretty high, and the character move is fast, so I’m using Vector Blur to prevent strobing. But even though the Mball, the particle emitter, and the character are all included in the Render Layer being piped into the V-Blur node, and the character blurs as expected, the particles show no sign at all of responding to the Vector Blur. Are they not included in the Vector pass from the Render layer node? That seems like a huge omission if so. Or maybe a bug?
This is the Compositor noodle, very basic V-Blur setup. Note the presence of the particle MBalls in the Render Layer node on the bottom.
This is the composite image. The character is slightly V-Blurred, the hair much more so, but the particles are sharp as a tack though they are moving quite fast – the entire splash takes less than 10 frames to hit the wall.