Ive heard you guys are developing something like Cascade 2.0 or Niagara?
If so, here are my main requests for improvement in areas i,ve been having lots of hindrances:
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UV Image flipbook modules cannot see to work well with the Interpolation Module options in the sense that only Linear/Linear Blend seems to work along the Sub Image index/SubUV move modules, other options like Random/Random Blend are not randomizing my starting frames at all nor work in general, making me wonder why are they there as options. Both CPU and GPU particles fail to display random starting frames within a Sub UV texture. This random starting frame setting, for example, is crucial for spawning random debris pieces within one emitter and one texture (SubUV flipbook with random debris in each frame).
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being able to do more size/size over time modifications to both cpu and gpu particles in terms of x y z values.
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a simplified and effective color/color over life function that could make you choose colors from a palette rather than playing with curves.
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To be able to randomize lighter/darker tones of a specific color (like brown). At the moment its very complicated and un-intuitive to achieve that :(.
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The different emitter drawing order within a particle effect has to rather have a natural way of having the sprites that are in front of the others to render on top of them like they naturally should, rather than having them being rendered left=bottom right=top from the emitter list layout. This, at least in my experience, causes you have to create many emitters one after the next in order to have them being rendered both behind and in front of other background sprites, like in the case of flying GPU debris or a dust/smoke shockwave, and even still i wont get a genuine effect due to this render order method. Also, i wouldn’t know why we have a “sort order” option in within the required module? seems completely useless at the moment?
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CPU particle collision module to be fixed, at the moment collision only works for GPU particles, especially when it comes to once off effects like impacts/explosions.
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If performance impact caused by overdraw within Effects Materials/Textures can be reduced somehow that will be fantastic, at the moment its hard to make effects that wont have any performance impact even with fairly simple sprites. The vegetation artists in my team are also having a very hard time with Vegetation overdraw and they said that solutions are coming in the near future for that area, just hope effects can get an improvement also.
Please let me know, if feasible, about the improvements that the next iterations of Cascade are mainly gonna be, and maybe if this areas are being revised for improvement.
Thank you very much!