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How do I set up material for dynamic parameter in cascade

I am trying to make a smoke effect in cascade. I have a material using the blackbody node to drive the emission value. It works well when I just do it as a blueprint but it's inefficient and so I want to do it in Cascade

I have set cascade to use A mesh, set the mesh, set the material in the required slot, set override material, the material has the dynamic parameter nodes used, and I've tried to refresh everything but it's like the dynamic slot in cascade isn't using that material

What else do I need to do?

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asked Nov 05 '14 at 06:08 AM in Rendering

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rodstone
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avatar image rodstone Nov 05 '14 at 07:05 AM

I managed to fudge it with ParticleColour and use those to drive my temperatures/opacity etc

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Hey rodstone -

You will need to add the Dyanmic Parameter node in the Material like below:

Material

Then you will need to add the dynamic parameter node in Cascade like below:

Cascade

You will need to right click the dynamic parameter node in Cascade and refresh in order to get the named values to appear in the Module.

Thank You

Eric Ketchum

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answered Nov 06 '14 at 09:33 PM

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Lovecraft_K ♦♦ STAFF
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avatar image ddbrown30 Oct 04 '16 at 03:26 PM

I've been having a lot of trouble getting this working. I've followed these steps and I just can't get any of my parameter values to be applied to the material.

I'm pretty sure that at least something is happening, because the default values I give to the dynamic param node in the material are being overwritten back to 1.0 again somewhere i.e. the preview in the material editor and the preview in the particle editor don't match when using the same values. The particle system is properly picking up the node, as refreshing the dynamic module does indeed get me the correct names in the editor. But no matter what values I set or what I hook them up to inside of the material, I see no change either in the particle preview or actually in game.

I've tried using both float constant and float particle param. I've even tried creating a dynamic material instance for the particle system in the actor, to no effect. Outside of a bug, I feel like there must just be some switch somewhere that I'm missing.

Any help?

avatar image RumbleMonk Jul 19 '17 at 12:53 AM

I have been looking into this as well - it seems as if my particle system see the material's parameter just fine but just can't figure out how to change it at runtime from my blueprint.

I have an actor that spawns a particle system, and I want to change the colour of the particles at run-time. My colour comes from the material's dynamic parameter.

Did you get this to work in the end?

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