Hello guys,
I am doing some tests on Niagara based on the examples we have from the “Content Examples” scene. I am trying to figure out if Emitters are able to update parameter values after every new cycle.
As an example, I tried to redo the Static Beam example that is found on the Niagara level. That FX has a “Curl Noise Force” module where we can specify the strenght of the noise. What I would like to do is to be able to set a random value of Noise per Emitter cycle so everytime the emitter reset, a beam will spawn with a different intensity of curl noise. What I did is…
- Create a Emitter Attribute called “RandomNoise” y set that value in the Emitter Spawn. Right now, for testing, I am trying to get either 0 or 1 as a value.
- Set value in the Curl Noise Force as you can see in the next picture.
As I understand, what the emitter is supposed to do is creating a new value (0 or 1) and set that value in the alpha of the lerp, which basically is setting the Curl Noise Strength either to 0 or 100. The thing is… It works great in the viewport of the particle system, but there is not change in the viewport of the editor. All the beams look exactly the same. Activating/Deactivating the particle system seems to update that value but it will keep that value until I change something. Duplicating the FX in the scene seems to have the same effect (one FX has the noise and the other one doesn´t).
I also tried to adjust the Randomness Mode with different results.
- Deterministic seems to keep always the same value as the Niagara viewport does not change the visuals of the Curl Noise.
- Non-Deterministic seems to work fine. Niagara viewport shows cycles with and without noise.
I would love to see these beams with random noise values but I am wondering if setting values in the emitter is the right thing to do for this situation.
Hopefully someone can bring a little bit of help here.