Ex: When material brightness reaches X = Spawn Emitter at location of X

Hey guys.

!

1
(I photoshopped the splashing lava to show the effect I am looking to produce)

I’m really getting into material and FX stuff. Sort of new to much of it. I was making this infinite lava plane and was curious:

Would it somehow be possible to drive the emitter and/or particle spawns using a value coming from the material?

In this instance - I have 3 panners passing over the magma to randomly increase brightness and look like it has some flow.

I’d like the emissive value of the magma to tell Unreal “ok, spawn an emitter when the emissive reaches this near white brightness”

Tips for Blueprint, Cascade, even a “yes, that’s possible” would be great and I will figure it out.

This would be of great use for an ocean shader I’m trying to build too.

Thanks for your time!

I dont think it’s possible with BP and cascade alone. You’ll have to do some coding if you want to do that i’m afraid.

Can you pull the variable from the panner or is that locked in cascade or something? If you can get to the variable affecting brightness then using that as a reference for spawning an emitter should be pretty easy.

Hello TeriyakiStyle,

Would it somehow be possible to drive the emitter and/or particle spawns using a value coming from the material?

In this instance - I have 3 panners passing over the magma to randomly increase brightness and look like it has some flow.

I’d like the emissive value of the magma to tell Unreal “ok, spawn an emitter when the emissive reaches this near white brightness”

Tips for Blueprint, Cascade, even a “yes, that’s possible” would be great and I will figure it out.

Some thoughts about this

You may create dynamic instance of material on your plane. Then you may take referencee of this dynamic instance and get\set parameters from\to him by name (Note:Brightness should be as public parameter in your material.).
Now you can get current brightness level and by using simple conditions you may spawn emitters by using Spawn Emitter at Location node,or use predefined emitters on level and simple toggle them.

if you have already solved this problem by yourself, add your solution as another answer. It may be useful for other people who will get in same situation.

Best wishes,