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Particle Ribbon Trail Random Offset

I'd like to figure out a way to randomly offset the horizontal uv space of a texture being used in a ribbon particle. What I have right now is going to be used in a way where the trails will often spawn at the same time, making the texture between them match up perfect and look awkward.

alt text

What I want to do is have it so the beam texture can be randomly offset per each instance of the effect so that when they're all spawned at once they don't end up looking identical. I've tried using a dynamic parameter in the material to offset it using a uniform float in the particle, but I just end up with this.

alt text

I'd appreciate any help figuring this out. I feel like I'm just missing something simple in all this. Here's my material graph I have currently.

alt text

Product Version: UE 4.10
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asked Apr 16 '16 at 10:31 PM in Rendering

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Chaofanatic
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avatar image Luos ♦ Apr 17 '16 at 12:09 AM

images not working :/

avatar image Chaofanatic Apr 17 '16 at 01:21 AM

I think it should be fixed now

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Ok I figured this out!

First what you gotta do is hook up a dynamic parameter to the material that'll let you offset the uv however you want. I've called it Texture Offset for the sake of stuff. alt text

Then you set the dynamic parameter for the texture offset as a Particle Parameter in cascade, don't worry about setting any specific values here. alt text

Last, you hook it into your blueprint as you would, then use a Set Float Parameter and a Random Float in Range so that it'll randomly get a uv offset between 0 and 1 each time the effect spawns! alt text

I figured I'd put what I figured out here in case anyone else needs it, hope it helps someone! alt text

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answered Jun 30 '16 at 03:37 AM

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Chaofanatic
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avatar image Luos ♦ Jun 30 '16 at 08:37 AM

Hey man, very cool! Glad you got a solution :)

(also, sorry that replying kills the "has been answered" thing.

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