Hi there,
This is pretty straight forward but I’m trying to find how to do the Particle Cutout method that was in Cascade in Niagara if it is implemented.
Hi there,
This is pretty straight forward but I’m trying to find how to do the Particle Cutout method that was in Cascade in Niagara if it is implemented.
Same Question Here
iirc “use material cutout” texture uses the material of the sprite as a cutout. (or the texture within it)
The material version not working can be due to other textures in that material, its a bit vague on that part. but tbh, I never use that one, and use a texture that gives me a specific cutout.
cutout texture can either be the texture of the sprite, but can be a texture of any arbitrary shape, which is what I tend to use. I have a few shape textures like circle, half circle, square, 8 sides circle, etc. and use that. they get cooked out when packaging the game anyways (learned that recently) BVC 4 vertices cuts it out in a way to have 4 sides. BVC eight > eight sides. opacity source: either uses overall brightness, or one of the RGBA channels. alpha threshold is just that, I’m generally content with 0.01 to 0.1,
if you have flipbook, you can use the flipbook textures alpha/red channel/or brightness generally.
@Luos
I somehow found out that if you plug in your texture directly into Opacity then it will most probbaly work regardless of how many textures you use in base color or other channels
but that doesnt bring any value to the table here, actually you would expect this function to at least cutout any grey scale value that comes out of the opacity channel independant of any texture.
I can understand that its difficult to keep things like depht fade in mind here but simple math sounds reasonable to add…
I wish there would be more documentation in such cases from epic how that actually is supposed to work