Hi Atilla,

take a look at osgPPU. Its created for such post render effects. You can create a subgraph for your blured objects, render them to a ppu unit und use a shader to do the bluring. There is an PPU version of the motionblur you are talking about, but unfortunatelly not as example, but as PPU file ( .ppu ). This is just as the osg format but for ppu nodes. You'll find a Motionblur.ppu in the Data folder. With this Motionblur.ppu ( in the Data Folder ), its just a matter of creating your subgraph, loading this file, applying it to the subgraph and composite the blured and non-blured renders.

Cheers, Peter

Hi,
In osgmotionblur example, blurring effect is added to the single instance of 
osgViewer::Viewer:Windows by adding a derived MotionBlurOperation.
How can i add that blurring effect to my individual geode/Node in my scene? i 
want some of my moving objects blur so i need to set some of them with blurring 
when they move and remove blurring when they stop moving.

Can osg::Operation instances be added other than Windows or Viewers?
Should i use some other callbacks for nodes or geodes?
...
Thx..

Atilla.

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