Attached an example scene. It’s simplified, the clones visibility is controlled by a Shader Effector.
9992_tracerproblem.c4d.zip
In the original scene, particles emitting from a character mesh based on a velocity map (or directly from the skeleton joints). If body parts moving faster, particles are emitted from the corresponding vertex. But the traced fast sequences are always being connected by lines that bridging the “invisible” slow time. I need to avoid this bridging connections and get real gaps. Thanks for any suggestions.