Cascade distribute Float uniform not working as expected

actually happens in every version, but since thats not an option…
so, for some modules this works fine, but color over life, sub-uv, and a few others seem to suffer from this.

How I expect this to work: pick a random value on spawn, stick with it.
How it often works: pick a random value, every frickin frame.

if this is in fact how it should work, puhhhhhlease add an option to make it stick with the random value it started out with (per spawn).

This also goes for uniform float curve, where I think it should pick a random value on each point and lerp towards it, not pick a random value every frame.

example:

Hi Luos,

If you want the particle to spawn with a random value and it stick with it use the initial modules instead of the over life module.

Now regarding Sub UV to get the particle effect to pick a random frame and play from that point onward you need SubUV movie. If you read the tool tip for starting frame it states that when set to 0 it will randomly select a starting frame.

106392-randompick.jpg

Some modules are able to have a randomized initial value and then change based off a constant curve over life. Size for example can have a random initial size then size by life will scale the particle by its initial size value. For Color values color over life will over ride initial color so you will need to use Scale Color/life.

Hope that helps,

for clearing that up Ed.

Nontheless a tickbox for “only on spawn” like the parameter node has, would be a great addition.

Hello Ed, I am reopening this question to iterate on the question and perhaps get a clearer answer.
For that reason I created a short video in which I explain my problem in detail and hope to understand more whats going on, or how to solve the issue I am facing.

- YouTube there you go.
I’d love to hear from you :slight_smile:

Hi Luos,

I’ve attached a Video that demonstrates what I was talking about regarding particle color.

What I am offering is essentially a workaround.

Unfortunately, Cascade’s ability to use a random value/life is limited due to the inability to determine what random value was selected for each individual particle (hence the flicker).

I would put in a feature request, but as you may have heard we are hard at work in developing Niagara and we expect to have much improved functionality in the future.

The limitation of scale/life is that it doesn’t actually interpolate to the color it acts much like a multiply. If you want more control you may need to use parameters. Also, if you want to scale to different colors you can’t use Uniform values either or the flickering will occur. You will need to duplicate the emitter and pick a different value to scale to.

Let me know if there is anything else I can do.

Hey Ed, so much for the fast reply, explaining it into detail, and showing a rather interesting workaround.
You rule!

Obviously I have heard of niagara and have been awaiting its reveal for a long time by now. If any of the features I thought of are there… I will be a happy vfx camper :slight_smile: