I extremely doubt that it’s “for efficiency causes”.
Extra doubtless is that the vertices are merely being addressed by their indices within the triangle checklist.
So if completely different triangles reuse the identical vertices, a number of particles find yourself at these vertices.
At the very least that might be my guess.
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Thanks Niels,
Does reusing the identical vertices not occur to all of the triangles of a mesh? If a polygon mesh include a number of triangulated polygons which have three vertices shared by different triangulated polygons, ought to it occur to all of the triangles of a mesh?
For some motive, it appears to be solely taking place to a curved mesh.
Hello! I used to be questioning if there’s a manner for Niagara sprite render, to lock an particular axis for the digital camera dealing with. I believe this could possibly be simply finished in Cascade however is there a manner to do that in Niagara?
Thanks upfront
You’ll be able to set a customized dealing with vector to construct customized dealing with habits of sprites.
Though, if I keep in mind appropriately, to get the identical factor as cascade, you retain the dealing with vector the identical, and set the orientation vector to the axis you wish to lock.
How would I’m going about studying shade data from a cloth in Niagara?
I wish to spawn particles from the perimeters of a dissolving mesh.
I acquired it to work by studying the fabric shade utilizing UV and mesh sampling. In my materials, I’m dissolving a texture after which masking it out utilizing particle shade earlier than including the sting shade on high. This fashion I can let solely the particle spawned from the sting be seen after I set the particle shade to (0, 0, 0, 0).
However doing it this fashion I can’t customise the particles exterior of their shade base on the sting shade.
I tried to emit particles from these particles however the invisible particles would nonetheless emit particles, and I’ve had a tough time attempting to kill them off.
Any recommendation? Perhaps there are another methods of reaching this?
Hello all,
have fairly bizarre stuff taking place with DynamicParameter curve. I’m attempting to manage panner velocity from particle emitter by way of Dynamic Parameter.
fsr, can’t connect screenshot right here, however I’m simply multiplying dynamic parameter1 to appended vector, which then goes to Panner Pace.
Downside is, after I use float or float vary, it really works high-quality. However it after I’m attempting to make use of curve it goes loopy velocity, like greater than 10 at the least.
Additionally, it really works high-quality with single key curve and if keys have worth distinction not more than 0.01 (it’s in all probability simply ignoring it).