First question, please advice if in wrong section or similar.
I’m creating a snow particle effect in Cascade. I’d like the individual snowflakes to look different, so I’ve made a 128x128 texture divided into four 64x64 areas, each containing one snowflake. The idea is to pick a random flake out of these four for each particle. Using GPU sprites seems like a good idea for having a large amount of snowflakes. I can’t find an elegant way to do this in Cascade without having four separate emitters. Any pointers or simply knowing it’s not possible would be appreciated.
Here are the steps taken:
1: Import texture with four snowflakes into Unreal.
2: Make material using the texture, using ParticleSubUV node so we can use SubUVs.
3: Create particle system.
4: Make it use GPU sprites.
5: Set “Sub Images Horisontal” and “Vertical” to 2x2.
6: Add a SubImageIndex module.
7: Now it would be great if the subImageIndex module could just choose an index between 0 and 3. I’ve tried setting it to the different distributions, but it only changes index over time. Am I missing something? I’ve seen posts saying this is the way to do it. I only want a single, random subImageIndex per particle over it’s entire life. So, what I do now is setting it to Uniform Distribution and “0”. This obviously gives all the particle the same snowFlake. I then duplicate the entire emitter and give it the next uniformly distributed index of “1”. This works, but would be a slight pain to extend to say 8x8 types of snowflakes.
Is this a limitation of GPU sprites? If I understand correctly they don’t store much data per particle?
An additional note: If you duplicate the emitter “Shared” (so they share all data, shown via the “+”-signs) it becomes easier to work with. You can then unlink the SubUVModules and set different SubUV indices for the emitters but share all the other data. If you do this it’s seems necessary to also unlink the “GPU Sprites” module itself (I can’t find a better way than to delete and recreate it) - otherwise the emitters will still only use one of the SubUV’s.
Some images attached. Thanks for any help!