Create elegant motion streaks by combining a standard Emitter, a Tracer, and a Sweep. It’s fast, light, and perfect for speed lines, energy trails, and UI accents.
Core setup
- Add an Emitter (Simulate > Particles > Emitter). In Particle tab, set a manageable Birthrate (render) like 100–500, adjust Speed and Variation for your shot.
- Increase Emitter Steps (Sub-Emission Steps) when particles move fast to prevent stepped trails.
- Add a Tracer (MoGraph > Tracer). Drag the Emitter into Tracer’s Object list and enable tracing of particles. Set Limit to From End and Length to 15–40 frames for controllable trail lengths.
- Set Tracer’s Intermediate Points to Uniform with a low Number (4–10) for clean, predictable sweeps.
- Create a Sweep. Make a small Circle spline (1–4 cm radius) and place Sweep as parent with Circle and Tracer as children (Circle first, Tracer second). You now have renderable geometry following particle paths.
Shape, taper, and finish
- In Sweep, use Details > Scale profile to taper to 0% at the end. Add a slight start taper for sharper leading edges.
- Caps: Keep caps Off for speed, or add minimal Fillet for softer ends if needed.
- Material: For glow, use an emissive/bright material. With Redshift, enable Emission and tone-map to avoid clipping. For Standard/Physical, keep it bright and add glow in post for control.
Motion quality and stability
- Increase Emitter Steps if trails look segmented during fast moves.
- Renderer motion blur: Use subframe sampling for reliable results with Sweep-generated geometry. Keep shutter modest to limit smear.
- Set Tracer > Limit to prevent infinitely long splines that slow the viewport and bloat RAM.
Art direction with forces
- Add Turbulence for organic flutter and Wind for directional streaks.
- Use Deflectors/Colliders to create ricochets or surface-conforming trails.
- Emit from object polygons or a moving Null for stylized “ribbon” shots.
Performance checklist
- Keep Birthrate reasonable and cap Tracer length.
- Lower Sweep subdivisions by reducing Circle radius and segments.
- Viewport: Display splines as Isoparms Lines; disable Sweep in editor during heavy sim playback.
- Cache if needed: Bake particles (Alembic or Bake Object) once timing is final for stable renders.
Troubleshooting quick fixes
- Gaps in trails: Raise Emitter Steps or slightly reduce particle speed.
- Flicker/noisy glow: Lower emission intensity and rely on post glow; reduce MB shutter.
- Memory spikes: Shorten Tracer Length and lower Intermediate Points.
Workflow tip
- Wrap Emitter + Tracer + Sweep into a Null, expose key parameters as User Data (length, thickness, birthrate), and save as an Asset for re-use across shows.
Upgrade or expand your toolset through NOVEDGE for reliable licensing and expert support: Maxon Cinema 4D at NOVEDGE and novedge.com. If you render with Redshift, you can also find it via NOVEDGE for a streamlined setup.






