Wow, thank you for presenting this. I was struggling for two days trying to translate cascade's uv1 to niagara. This is a much more complex setup, but much more flexible. Thank you for posting.
I've been looking into this for the past couple of days, and I found a niagra module named "TrackDistanceTraveled" which I think will give you the same functionality. It didn't work for my needs (or at least didn't appear to), as I needed to track the position of the system, rather than particles. But I was able to use it as a basis for my own module.
Thanks for the tip! I tried that and it kind of works but also has stretching artifacts when the lead-particles have different speeds. But yes, after adding "Track Distance Traveled" behind the "Receive Location Event" (NOT in Particle Update!!) I was able to set "RibbonU0Overwrite" (in Particle Update) and after checking "Enable Per Particle UOverride" in the Ribbon Renderer, I got stable UVs. But like I said, the are not uniform but stretched depending on the lead-speed.
Wouldn't it be a good idea to multiply the length of the velocity vector by delta time? It doesn't move by full velocity every frame unless I'm mistaken.
Wow, thank you for presenting this. I was struggling for two days trying to translate cascade's uv1 to niagara. This is a much more complex setup, but much more flexible. Thank you for posting.
I've been looking into this for the past couple of days, and I found a niagra module named "TrackDistanceTraveled" which I think will give you the same functionality. It didn't work for my needs (or at least didn't appear to), as I needed to track the position of the system, rather than particles. But I was able to use it as a basis for my own module.
Thanks for the tip! I tried that and it kind of works but also has stretching artifacts when the lead-particles have different speeds. But yes, after adding "Track Distance Traveled" behind the "Receive Location Event" (NOT in Particle Update!!) I was able to set "RibbonU0Overwrite" (in Particle Update) and after checking "Enable Per Particle UOverride" in the Ribbon Renderer, I got stable UVs. But like I said, the are not uniform but stretched depending on the lead-speed.
Wouldn't it be a good idea to multiply the length of the velocity vector by delta time? It doesn't move by full velocity every frame unless I'm mistaken.
Do this and you shouldn't need the arbitrary multiply by a small number from around 8:00.
Thank you so much.. you saved me.
Hi Simon. Did you try to implement a subuv for ribbons? This is even possible?
good question. never tried it .. i hope it works! :D