# Feedback problem

I have a simple moving circle with feedback.
The problem is that when it moves with high speed there isn’t continuous trail but separate circles.

Is it possible to get continuous feedback effect on hi speeds?
smooth_feedback.toe (4.7 KB)

A few ways to do this, 2 are adding Blur and/or Transform TOPs, shown separately in the attached but could be combined for even more fun !

Jeff
smooth_feedback.1.toe (4.83 KB)

This is a problem I ran into when working on a paint application/.tox
which someday I’ll get back to

This is one solution,
I’m sure there are also many ways to make this more efficient

Another solution might be
to create a curve between the values of current frame and the previous one,
and copy geometry onto that

The idea is that a circle (primitive) is simple to compute
so having many extra copies of it shouldn’t slow you down.
You just need sops buffers between the the 60fps sample rate of tops
for quick movements.

I put a few text dats in there as “help files”.

Jim
PaintFeedbackExample_JimEllis.5.toe (8.35 KB)

…or it looks as if you can just turn up the FPS and tops will calculate it based on the current fps. That is if your computer can handle the additional frames. You’d also have to turn up your fps in your movie out if you wanted to record. Later you could make a copy of that movie slowed down at the correct BPM for playback.

Nice solutions.

In teflonvj’s case, you can get the blur more accurate, if you know the direction of movement a single object, you can make the blur go in the direction of movement only. Set the Step Size to 1 and 0, then adjust the Rotate Kernel parameter to the direction of movement.