So I am trying to create a frost effect using the niagara particle system. To do this I want particles to cluster near the sharp edges of a mesh. Currently I can get and array of all of the edges and calculate their angle (sharpness).
What I have tried:
- Passing the edge data in some way to a material to diffuse particle opacity by distance to the nearest edge.
- Problem: cant pass arrays of loop through them in the material editor, and it would probably be very expensive if you could
- Creating a procedural mesh that is effectively where I want the particles to spawn.
- Problem: you cannot convert a procedural mesh to static mesh at runtime, and you cannot use a procedural mesh for particle placement.
So right now my current running idea is to spawn the particles on the original mesh and edit their opacity as a function of distance from the nearest edge.
I have no idea how to do this however so any help or other ideas on how I can create this effect would be much appreciated.