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.
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.
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.
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.