Creates trails behind points.
The Trail op takes an input op and makes a trail of each point of the input op over the past several frames, and connects the trails in different ways. It will generate trails of any input geometry, whether it is a cube translating, a deforming surface, or particles. This is useful for multi-frame ghosting effects and temporal modeling.
The particles thrown off the end-most points receive a higher velocity than those close to the root of the L-system (enable Points display in Viewport Display):
Temporal modeling with the Trail op: the corners of a translated and rotated cube are used as a source for the Trail op with a Trail Length of 50 frames connected by Columns.
How to construct the trail geometry.
Number of frames in trail.
Number of frames to skip in trail.
Number of frames to cache in RAM.
Resets the cache memory buffer.
|Evaluate Within Frame Range|
Clamp evaluation between $FSTART and $FEND, otherwise may evaluate before start frame.
How to create the output mesh.
Closes the rows in the output mesh.
Non-uniform scaling of velocity vectors.