Particle Material Offset

So I’m working on a particle that is a texture whose alpha is multiplied into a copy of the texture whose alpha’s panning upwards. My issue is that when I plug it into Cascade, all sprites inherit the exact same movement speed, making it look really uniform and less random. Is there a way I can offset it or randomize it so each sprite is at a different phase of the panner?

You could do this using dynamic parameters. I’m not sure what your set up is, so I don’t know exactly how they should interact, but if you use a Dynamic Parameter node in your material to add an offset, and then set that randomly with the Dynamic Parameter module in the particle emitter, you should be able to get the control that you need.