Random sprite from sheet per GPU particle in Cascade

Hello Kazu.

Did you follow excellent instructions above?

If I understand correctly (works for me):

  • GPU particles will ignore the subuv module.
  • Instead we have to use some other parameter.
  • As long as we can get a random number in some good range we can use it to drive subuvs.
  • In this case we use “particlecolor”, but could be something else as long as it’s sent to the material.
  • In the material we use the parameter that we get (particlecolor) and calculate subuvs “manually”.

Good luck!

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