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Particle Fade on Random life Broken?

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    Particle Fade on Random life Broken?

    on 4.5.0 I'm getting particles with lifetime set to DistFloat Uniform and having Scale Color/Life or Color Over Life only fading to the max life, not to each particles life. Any particle that dies before the max life will pop off, not fade out b/c the fade is across the whole particle no connected to each life. Unless I have a Constant lifetime I can't use alpha fade on particles right now. Anyone else getting this?
    www.youtube.com/user/destruct007

    #2
    Did I explain it well enough? Random life particles pop out when they die before the max life b/c the scale color by life doesn't work per particle.

    this maybe a feature request if it never worked, but it seems like it should work out of the box.
    www.youtube.com/user/destruct007

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      #3
      Do you have an animated sheet?
      VFX Artist
      Portfolio: Here

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        #4
        after a lot more testing I'm at the point where I think its a material thing.

        I found that if the color channel of a texture is plugged into an unlit particle's emissive material that breaks the fade out, or at least whats why makes the pops I'm seeing on fade over life.
        www.youtube.com/user/destruct007

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          #5
          Not experiencing this here, my particles fade out individually based on their lifetime.

          You do have a Particle Color node in your material right, and your multiplying it by your texture colour before plugging it into the material?

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            #6
            Since this is hard to explain I made a video of the issue. I've tested this on multiple versions on different computers. The issue persists.

            http://youtu.be/mykpW3MfE6I
            www.youtube.com/user/destruct007

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              #7
              What is your IN and Out value settings for the Constant Curve in the Alpha Over Life portion of the Color Over Life module? I have replicated exactly what you show in your video but haven't been able to see any popping.

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                #8
                default value, didn't change it. and you set your looping to 1, and lifetime to random range?
                www.youtube.com/user/destruct007

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                  #9
                  A few other things to possibly check:

                  - Check 'View Bounds' and make sure nothings going outside of them (unlikely mind you).
                  - It's not LOD'ing at all.
                  - Have you changed the max draw count value at all?
                  - Try changing all he sorting modes to see if they are causing anything.
                  - Re-create the distribution curve for Alpha and re-set the values. View it in the graph just incase any of the tangents have gone haywire.
                  - Make sure 'Kill When Completed' is UNCHECKED in the required module.
                  - Is the Color Over Life accidentally set to 'Use Emitter Time?' I can't recall if it has a checkbox for it.

                  I'll post any other debug tips I can think of! Out of interest, what happens when you use an 'Initial Colour' module, then use a 'Scale Color / Life' module?

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                    #10
                    Originally posted by TheJamsh View Post
                    A few other things to possibly check:

                    - Check 'View Bounds' and make sure nothings going outside of them (unlikely mind you).
                    - It's not LOD'ing at all.
                    - Have you changed the max draw count value at all?
                    - Try changing all he sorting modes to see if they are causing anything.
                    - Re-create the distribution curve for Alpha and re-set the values. View it in the graph just incase any of the tangents have gone haywire.
                    - Make sure 'Kill When Completed' is UNCHECKED in the required module.
                    - Is the Color Over Life accidentally set to 'Use Emitter Time?' I can't recall if it has a checkbox for it.

                    I'll post any other debug tips I can think of! Out of interest, what happens when you use an 'Initial Colour' module, then use a 'Scale Color / Life' module?
                    I've done many of those already (as you may have guessed) Scale color over life does the same thing. When I get home tonight I'll share the assets. I made the simplest case at home, easy to share.
                    Last edited by daveSchoneveld; 11-05-2014, 01:57 PM.
                    www.youtube.com/user/destruct007

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                      #11
                      Originally posted by daveSchoneveld View Post
                      I've done many of those already (as you may have guessed) Scale color over life does the same thing. When I get home tonight I'll share the assets. I made the simplest case at home, easy to share.
                      Ahh okay, sure thing. I might take a look too, I'm intrigued now

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                        #12
                        While I know this is an old post, I was looking for a solution to the issue described above in 4.23 and eventually discovered what my issue was.

                        As it turns out, my shader was outputting a value outside of the 0-1 range because of some of the math I was doing to the images. I applied a "Clamp" to my image before multiplying it to my particle alpha which in the end gave me a clean 0-1 value for the alpha and they stopped popping out of existence.

                        Hopefully, that will save someone a few hours (days) of banging their head against the desk.

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