Per-Particle material animation

I’m trying to create an animated fire material using alpha masking and panning textures, and I’ve gotten the effect I like on the material itself, but I need to know if there’s a way to make the effect different on a per-particle basis. Currently the material is synchronized across everything and it creates a smear looking effect when seen in motion.

58936-broken+flame+particles.png

Is there a way for me to randomize the uv space of things per-particle or even just a way for me to make it start from a certain point for each particle instead of just having them be the same all throughout
I hope this makes sense, here’s my material nodes.

Could I accomplish this using material instancing or something?
Thanks in advance for any help with this.

The best way would be to use a flipbook texture actually. If you cant do that your best bet is to use a rotation module in the material and rotate the particles throughout their lifespan.

Is that the only way? I was trying this get around the limitations of subUV materials to get even more variations.

Well you can also use a CustomRotator node to rotate your textures but it that spiky flame mask you use for opacity will limit you in any case. If you can find a more uniform looking mask than that then you could use macro UV’s to get more variation across particles.

Thanks, I’ll keep looking into that!