**Ribbon** type data module indicates that the emitter should output trails - connecting particles to form ribbons. Particles are connected in the order of their birth. Therefore, the more erratic the initial velocity pattern of the particles, the more chaotic the ribbon.

The **Ribbon** type data module has the following properties:

Property | Description | ||||||||
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Trail | |||||||||

| The number of sheets, rotated around the length of the trail, to render for the trail. | ||||||||

| The number of live trails allowed. | ||||||||

| The maximum number of particles that the trail may contain at any one time. | ||||||||

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| The 'render' axis for the trail (what axis the trail is stretched out on). The following options are provided:
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Spawn | |||||||||

| The tangent scalar for spawning. Angles between tangent A and B are mapped to [0.0f .. 1.0f]. This is then multiplied by | ||||||||

Rendering | |||||||||

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| The (estimated) covered distance to tile the 2nd UV set at. If 0.0, a second UV set will not be passed in. | ||||||||

| The distance between tessellation points for the trail. This is used to determine how many tessellation points the trail has, and thus how smooth the trail is. The exact calculation is: TessellationPoints = TruncToInt((Distance Between Spawned Particles) / (DistanceTessellationStepSize)) | ||||||||

| If this flag is enabled, the system will scale the number of interpolated vertices based on the difference in the tangents of neighboring particles. Each pair of neighboring particles will compute the following CheckTangent value:[INCLUDE:#CheckTangent] This will map so that from parallel to orthogonal (0 to 90 degrees) will scale from 0 to 1. Anything greater than 90 degrees will clamp at a scale of 1. | ||||||||

| The tangent scalar for tessellation. Angles between tangent A and B are mapped to 0 to 1. This is then multiplied by TangentTessellationScalar to give the number of points to tessellate. |