Jim Scott
Forum Replies Created
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Right click on the Cylinder and select “Current State to Object,” which will create a new Cylinder with the applied deformation. Drag that new one into the “Object” window of the Area Light’s “Details” settings.
From the help file for Light Object: Details
Object
If Object / Spline is selected in Area Shape, you can use any (polygonal) object or spline for the shape of your light. Simply drag the shape into the light’s Object text field.
Note:
If an object is used that was deformed using a deformations object, the shape of the object prior to its deformation will be used. Applying the Current State to Object will create a deformed polygon object that can be used. -
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You’ve either got the resolution set to something less than Full, as Corey asked, or you have magnified the Comp window above 100%.

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[Ranveer Singh] “I want the sphere with lines in the image to rotate.”
Looks good Ranveer. Now just rotate the cloner.
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[Steve Bentley] “I haven’t tried this but once you get the traces from the particles can’t you feed those into the sweep object to be the path? Or, because it’s one emitter for the particles, does the sweep see the traces as one giant path made of all the traces?”
Yes, that works fine, and it does create separate sweeps for each particle. The question is, how do you control those paths to create an image similar to what Ranveer provided?
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Yes, you are right about that Steve. Using particles and turbulence would generate the motion necessary for a tracer, but I think Ranveer was trying to do it with sweeps around a sphere to get the look he wanted. I haven’t played around with trying to get particles to make a spherical path, but it might be doable with attractor and rotator modifiers. Earlier today I did a little experimenting with a turbulence modifier added to the Forces list of a Rigid Body tag, but I couldn’t get it to do anything. If you are familiar with that, and have any tips, I’d be glad to hear them.
Since you wrote it, “turbulate” is now a word, regardless of what any silly old dictionary may say. I know exactly what you mean by it, so feel free to use it. As Humpty Dumpty supposedly said, “When I use a word, it means just what I choose it to mean — neither more nor less.”
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According to the help menu, modifiers (like Turbulence) generally only work with particles, but can be used with dynamics if included in the Forces list. As you have it set up, Turbulence isn’t doing anything in your project, which can be confirmed by disabling or removing it. Unless I am mistaken, the diagonal movement is resulting from the dynamics tags alone, and is being controlled by the Follow Position setting in the cloner’s tag.
Just as a jumping off point, I tried cloning a circular sweep onto a sphere, and simply duplicating and rotating the setup. There are many possibilities with the sphere type, and the distribution choices of the cloner. Here’s one:

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The difference to me looks like the first image has “Gouraud Shading (Lines)” selected in the Display menu, while the second has “Gouraud Shading” selected.
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Thanks for the project file. Looking at your original screenshot I couldn’t understand what you were doing with the Turbulence modifier, and the dynamics tags on the cloner and sphere. I guess you had been, or were planning to, experiment with using an emitter and particles with turbulence to generate motion for the tracer?
Looking at your example image, I’ll play around when I get a chance and see if I can come up something similar.
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Try this: Use a Color Shader in the color channel of the material. Place the Sweep into a Fracture object (set its mode to Explode Segments and Connect), add a Random effector to it with Color Mode on, and experiment with the Blending Mode.
And if you don’t mind sharing it, I would like to see your project file.
Hope this helps.