Great discussion guys, i'll add your remarks to the post, for future refrence!
@ShannonBerke Ah crazy, i always wondered how you handle the massive amount of different FX for all the skins
I use it for mainly for color variation inside one emitter. I like when the effects look slightly different each time they fire, because of the random gradient 'selection'. The lifetime gradient thingy i use only for special occasions. Can you explain what you mean exactly with greyscale remapping? You remap your initial texture to a different greyscale texture, then remap to colors again?
Oh nice, this seems super useful! I love these little trickeries, people never really talk about.
@Travis Aehm I think there's no difference except the github version is a slightly older version. If i remember correctly, i tweaked this slightly for the image version. I need to port this to 4.15 (with reroutes!) anyway, then i'll update the code.
Exactly this, i did some test with flames and fire and it works fantastically!
Yep, that's my problem exactly.. It works great (nice example test btw), but to really use this efficiently during production, some engine extensions to generate gradients would be awesome.