Using certain materials in Cascade corrupts them

Hello, i used to be in UE4 version 4.10 and transferred to 4.12, since then i got some work done and now when i am trying to use a material that i made with cascade it doesn’t work and it sort of corrupts the original material, it no longer shows the original material but it shows this neutral gray matter as if it’s just nothing

and i noticed now that a former particle i had made is also affected by this and i tested it on 4.10 and 4.11 it doesn’t work on 4.12 only the same as the new material i made

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hey Souls,
after you use the material in cascade, can you open up the material and see if there is an error/warning/something else.
This has to do with ue4 automatically assigning the material to be used with cascade, and perhaps something odd is happening in your case.

you are right these are the errors i’m getting
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got any idea what can i do to fix it?

well… no… because you didnt show me screenshots of the nodes that give the error.
So I would preferable see the whole material setup, as well as the nodes that result in the error and whats connected to it.

i used a lot of nodes in this material and it was really messy so i tried to figure what makes the problem and i found it but still need your help

it only happens when you use “PN triangles” or “Flat tessellation” in the material details panel basically it happens when you are using a tessellated material in cascade
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and you were right it happens when Unreal is assigning the material to be used with cascade and you can get the material to work again only by unchecking the “used with particle sprite”
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but i am still not able to use a teselated material in cascade, it didnt happen in 4.10-4.11 it only started in 4.12 and i cant use particle emitters that were already made because of the fact they were tasselated

do you have any idea what can i do to make it work? if you need to see more of the nodes let me know i just need to clean it up a bit so it wont look like a total mess

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all looks rather okay to me, when I have some time today I will try and play around with tesselation and cascade myself. never had any issues with it, but havent used it in a while.

Hi Soulskeeper,

I believe your issue lies with the fact that you are attempting to use a tessellated material with particle sprites. That isn’t possible, if you want to use tessellation change your particle type data to “mesh data” and recompile the material. If your material is assigned to any particle sprite it will be flagged as being used with them and return the errors you mentioned earlier.

Even though you had tessellation enabled in earlier versions it shouldn’t have been doing anything with particles other than type mesh data particles so it is probably for the best that this error came up. In general I would recommend not using a tessellated material with particle systems since this can be pretty expensive depending on what you are doing.

I hope that helps!

You are right the materials i used before were particle emitter with mesh data and i plan on doing the same with this material

you are also right about the process in which i should apply the material to the particle emitter, it indeed gives no errors and goes smoothly but it still simply doesn’t work

got no errors but the particle emitter itself is of grey neutral color and doesn’t really use the material, do you have any idea what might cause this?

This doesn’t seem to be an issue with the engine but I just wan’t to be sure. I was able to get tessellated materials working with my particle system and am going to provide a sample project here in my comment. You can open up the project and see that the mesh particles are tessellated by the material and it works fine. If not let me know

103269-tessellatedparticle.zip (1.46 MB)

your particle work on both your project and in mine, i am including the material that i am trying to use inside the particle emitter can you take a look at it and tell me what do you think is wrong?

its a bit messy if you have a problem with it ill try to link another version of it


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Hi Souls,

Now that I’ve determined this isn’t an issue with the engine I’m going to move this to another section on the answer hub. You can post questions like these in the Rendering section and get answers from the community!

,

The material still doesn’t work with the particle and we don’t know why, so it is not yet determined that it has got nothing to do with the engine, and i see you also marked that thread as resolved which is clearly still in progress

I’ll take a look at your particle system just to verify what you are saying. First you need to fix a few things with your upload.

What you need to do is select the particle system and migrate it to a blank project so that the material and all the required assets that are associated with it are brought along.

Then at the top left of screen click on File > Package project > Zip Up Project

I’ve attached screenshots to help find these options. When done attach that ZIP directly in your next comment. Unfortunately the .COPY files you sent weren’t usable for testing purposes.

I apologize for the frustration but typically if we determine an issue to be content related and not an issue with the core functionality of the engine then we must move on due to time constraints. I may have been premature in my assessment which is why I am continuing this investigation.

Sorry for the delay, and for the help

here is the zipped project:


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Hi souls,

I was able to get your particle system material working just fine. You had “Crack Free Displacement” checked which isn’t intended for particle systems. This is generally used for landscapes so uncheck it like in screenshot.
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After doing that your material was able to compile and display. Also note that the mesh you are using for the particle system should already have the material applied to it by default in the static mesh editor.

Good Luck with your project!