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Trails Node

By Kriss Norde

Trails generates a ghost trail of the image by layering the previous frames with decreasing intensity. Unlike motion blur (a directional blur within a single frame), Trails captures past motion - perfect for text fly-ins, motion echoes, speed lines, or glitch/onion-skin effects.

Overview

Trails keeps an internal buffer of the previous frames. On each new frame, it shows the current frame PLUS the earlier frames attenuated by the Gain, optionally moved/rotated/scaled.

It works best with elements that have an alpha channel (text, logo, particle) - the transparent areas don't interfere with the buffer. On a full-frame image without alpha, the buffer accumulates everything → the result can be chaotic, unless that is the effect you are after.

Where to find this node

  • Effects Library: Tools > Effect > Trails
  • Quick add: right-click in the Node Editor → Add Tool > Effect > Trails

Trails vs Motion Blur vs Vector Motion Blur

Motion Blur
A directional blur applied within a frame. Simulates the camera shutter. No memory of previous frames.
Vector Motion Blur
A directional blur computed from motion vectors (frame to frame). More precise than Motion Blur for rendered shots.
Trails
Accumulates the previous frames, visible with a falloff. Recognizable copies of the past frames, not a continuous blur.

Rule of thumb: for "natural" motion blur → Motion Blur. For a visible multi-instance / echo effect → Trails.

Inputs

  • Input (orange) - the 2D image to trail. Better with an alpha channel to isolate the element that leaves a trail.
  • Effect Mask (blue) - optional. Limits the trail to an area.

Setup

Animated Text+ (fly-in) → Trails (Gain 0.7) → Merge 2D → MediaOut
                                              ↑
                  Background ─────────────────┘

Speed lines:
Logo alpha → Trails (Offset X = 20 per frame, Gain 0.6) → Merge

Controls tab

Buffer & Rendering

Restart
A button that clears the buffer. A must after changing a parameter or when you want to restart the accumulation.
Preroll
Number of frames to pre-render before the current frame to feed the buffer. Without preroll, the first frame of the shot has no visible trail.
Reset / Preroll on Render
Automatic reset and preroll when a render or preview starts - guarantees a consistent result.

Visual Controls

Gain
Trail intensity. High (0.9+) = a long trail, each frame stays visible for a long time. Low (0.3) = a short trail that fades quickly. 0 = no trail.
Rotate
Rotation applied to each buffered frame before the merge. The trails rotate → a spiral, vortex effect.
Offset X / Y
Offset applied to the buffer on each frame. Classic speed lines: Offset X = 20 → the previous copies shift to the left.
Scale
Resizes the buffer on each frame. Scale < 1 = smaller and smaller copies (zoom-out effect), Scale > 1 = growing copies (explosion/expansion effect).
Blur Size
Blur applied to the trails before the merge. Softens the result for a more ghostly effect.

Blending

Apply Mode
16+ blend modes between frames (Normal, Screen, Multiply, Overlay, Color Dodge...). Screen is the most common for bright elements.
Operator
Compositing mode (Over, In, Held Out, Atop, XOr).
Subtractive / Additive
Controls the math of the composite.
Alpha Gain & Burn In
Fine-tunes the transparency of the trails. Burn In = the trails can glow brighter.
Merge Under
Puts the current image behind the trails instead of in front. A different visual result: the trails hide the current object.

Preroll / Reset - what you need to know

  • The Trails buffer is stateful: it depends on the previously rendered frames.
  • Playing back from the start without a reset = the buffer holds the frames of the previous playback, unpredictable results.
  • Always enable Reset on Render for exports. Otherwise, the first render can have a different buffer from the second.
  • A Preroll of 20-30 frames = the buffer is already filled when you reach the first visible frame. Essential if the Trails effect starts at the very beginning of the shot.

Use cases

  • Text fly-in - Text+ animated in translation → Trails Gain 0.7 = text that arrives with a fading ghost trail. Widely used in motion graphics.
  • Manga/cartoon speed lines - a high Offset X + Gain 0.6 + Blur 2 = speed lines behind a moving character.
  • Onion skin for 2D animation - Trails with Gain 0.3 and Apply Mode Normal = the previous frames stay visible in the background, like the onion skin tools of 2D software.
  • Retro glitch / motion echo - Trails with Scale < 1 + a slight Rotate = copies that recede while rotating, a retro psychedelic look.
  • Light trails (following beams of light) - a moving bright element → Trails + Apply Mode Screen = a light streak left behind (laser beam, light on a circuit).
  • Explosion / expansion - Scale > 1 + a high Gain → the element duplicates as it grows, a shockwave effect.
  • Particle simulation with a trail - an animated point → Trails = a pseudo-particle with a tail. Cheap compared to a real particle system.

Tips

  • Gain 0.6-0.8 is the sweet spot for visible trails without excessive saturation/stacking.
  • Always feed an alpha - otherwise the buffer accumulates the whole image and creates chaos. If the input has no alpha, add a Matte Control or extract the area of interest upstream.
  • Reset on Render + Preroll 30 = a reproducible render. Skipping this setting is the #1 cause of differences between preview and export.
  • Apply Mode Screen for light, Normal for opaque objects with alpha. Multiply creates dark trails (shadow effect).
  • Trails + Motion Blur together - Motion Blur gives a continuous blur, Trails gives discrete copies. Both combined = hyper-stylized motion.
  • Performance: the buffer is resource-hungry. On a heavy shot, put Trails only on the element that trails, not on the whole comp.
  • Multiple clones with the Duplicate node - for per-copy control (each copy can be processed differently), prefer the Duplicate node over Trails.