Trail
surface node
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.
When using a Particle SOP or Spring SOP as input, it is important to keep the trail increment to integer values. Otherwise, the trail will not work well.
Examples
Velocity Computation
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
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.
Parameters
|
Result Type |
How to construct the trail geometry. |
|
Trail Length |
Number of frames in trail. |
|
Trail Increment |
Number of frames to skip in trail. |
|
Cache Size |
Number of frames to cache in RAM. |
|
Reset Cache |
Resets the cache memory buffer. |
|
Evaluate Within Frame Range |
Clamp evaluation between $FSTART and $FEND, otherwise may evaluate before start frame. |
|
Connectivity |
How to create the output mesh. |
|
Close Rows |
Closes the rows in the output mesh. |
|
Velocity Scale |
Non-uniform scaling of velocity vectors. |
Usages in other examples
| Example name | Example for | |
|---|---|---|
| MountainSplash |
Attrib Transfer surface node |
|
| ParticleCopyScale |
Copy surface node |