Calculate rotational blur (propellers, turbine fans, wheels) in code rather than texture

You think that one core would need to be dedicated to that, continuously? For something that when done manually produces one statically textured object? Shaking my head. What part of the process The texture can be generated by screenshotting the still blades and radial blurring in Photoshop sounds like it would need to be done continuously? As you say yourself, just grabbing a blur effect, that blur effect could be created by the simulator, once, instead of by the developer.