Zero gap particle trail
With the power of 2 gpu particle nodes it’s possible to emit particles for a sub emitter using a particle shader and do nothing with the main emitter lol
First image is the meat of the code that does all the work and second image is your typical particle setup which has your usual gaps at high speeds by itself
The provided scene file contains everything you need just make it a child to a node you want it to follow and it just works
The 10000 particles is just a placeholder and this works with far less depending on how much you can compromise on the speed of the object the trail is attached to and more importantly the spacing (more spacing = less particles needed)
Shader code
shader_type particles;
void start() {
CUSTOM.xyz = EMISSION_TRANSFORM[3].xyz;
}
void process() {
float spacing = 0.125;
for (int i = 0; i < int(distance(EMISSION_TRANSFORM[3].xyz, CUSTOM.xyz) / spacing); i++) {
CUSTOM.xyz += normalize(EMISSION_TRANSFORM[3].xyz - CUSTOM.xyz) * spacing;
mat4 custom_transform = mat4(1.0);
custom_transform[3].xyz = CUSTOM.xyz;
emit_subparticle(custom_transform, vec3(0.0), vec4(0.0), vec4(0.0), FLAG_EMIT_POSITION);
}
}



the link for the demo is not working
Should be fixed now but I might just need to find a better file hoster for that
Yeah it’s down again unfortunately. “This content is no longer available.”
Okay it should be fixed for good now cause I moved the scene file to catbox.moe
I’m just not having a good time it seems and that site converted the scene to a 0 byte file so google drive it is!