Add a page on using Trail3D - #12374
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Cykyrios
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Sep 11, 2026
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| .. seealso:: | ||
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| Particle trails are separate from with the |
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| Particle trails are separate from with the | |
| Particle trails are separate from the |
Or rephrasing.
| curve's horizontal axis represents the trail's length (with X = 0 being the | ||
| start of the trail), while the vertical axis represents the width multiplier. | ||
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| The width curve is applied on a per-vertex basis. If the curve appears be |
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| The width curve is applied on a per-vertex basis. If the curve appears be | |
| The width curve is applied on a per-vertex basis. If the curve appears to be |
| There are two tiling modes available for the Trail3D's UV map: | ||
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| - **Unit:** The UV spans the trail's entire length. The UV's aspect ratio will | ||
| change according depending on the trail's length, which can cause stretching |
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| change according depending on the trail's length, which can cause stretching | |
| change depending on the trail's length, which can cause stretching |
But I see you are using "according to" below.
| Min Section Length | ||
| ^^^^^^^^^^^^^^^^^^ | ||
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| **Min Section Length** property determines the trail's detail level. Lower |
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| **Min Section Length** property determines the trail's detail level. Lower | |
| The **Min Section Length** property determines the trail's detail level. Lower |
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| If you change the **Mesh Alignment** property after switching to the **Custom** material mode, | ||
| you will need to adapt your custom shader accordingly: | ||
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| - If using the **Local** mode, remove the billboarding code below from the ``vertex()` function. |
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| - If using the **Local** mode, remove the billboarding code below from the ``vertex()` function. | |
| - If using the **Local** mode, remove the billboarding code below from the ``vertex()`` function. |
AThousandShips
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Writing looks good to me, can't speak to any facts in it
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Trail3Dclass godot#117107.CI will fail until the class reference is synchronized, since this has a link to the Trail3D class reference.