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Changes made in 4.6 to Cascade are detrimental to particle systems.

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    Changes made in 4.6 to Cascade are detrimental to particle systems.

    Hey Epic,

    I noticed that all of the Color modules in Cascade now use RGB values that are limited (clamped) between the 0-1 range. Although the RGB part makes sense, the clamp is a huge problem because it prevents you being able to add glow/emissive-ness to your particles within cascade, unless you are prepared to use a dynamic parameter, or set the brightness in the material instance.

    This is very unintuitive because not only do you need a lot more instances of your material, but you can't set the brightness per-particle anymore to be random without a lot of workarounds.

    I'd like to request that the old system be re-introduced as soon as possible, even as part of a hotfix, as I'm surprised nobody has picked up on it yet.

    AnswerHub Post here: https://answers.unrealengine.com/que...r-modules.html
    Last edited by TheJamsh; 12-13-2014, 08:23 AM.

    #2
    I have already reported the issue Jamsh in https://forums.unrealengine.com/show...ped-in-cascade

    The reply was also posted there.
    VFX Artist
    Portfolio: Here

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      #3
      Originally posted by DieByZer0 View Post
      I have already reported the issue Jamsh in https://forums.unrealengine.com/show...ped-in-cascade

      The reply was also posted there.
      Ah that slipped me by in my mini rage fit :P Glad to know it's been addressed!

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        #4
        hehe i been there too when it got released ^^
        VFX Artist
        Portfolio: Here

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          #5
          I noticed this too, but you can also set the value directly above 1 by opening the colour picker and typing in the value. You can also set it by dragging the curve.

          I agree I preferred the old way of doing it so I hope that this change was just an oversight and will be reversed, but you don't have to go through all that material runaround!
          Procedural, modular, on-the-fly animation - iTween For UE4
          - Actors - Components - UMG - Ease In - Ease Out - Path-constrained Animation - $0

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            #6
            Originally posted by Jared Therriault View Post
            I noticed this too, but you can also set the value directly above 1 by opening the colour picker and typing in the value. You can also set it by dragging the curve.

            I agree I preferred the old way of doing it so I hope that this change was just an oversight and will be reversed, but you don't have to go through all that material runaround!
            Stephen Ellis answered in DieByZero thread:

            This is an issue we are aware of and have already fixed internally, although the fix is not likely to be included in an update until the 4.7 release.

            The issue was reported here: https://answers.unrealengine.com/que...r-life-is.html

            The AnswerHub post contains a link to the GitHub commit which includes the fix (if you are using source code), as well as a workaround for the issue.

            Cheers
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