Ribbon UV offset through dynamic parameter bugging out


so i have a ribbon spawn from a location event of soul particles.
i want to give each ribbon a unique offset per ribbon. im not sure why but the ribbon just gets all compressed if i try to add an offset. ive attached my material graph and niagara system above.
any one know why this happens?

thanks

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Ribbons are made out of strings of particles. You’re selecting a different offset for each particle in the ribbon.
You can fix this by making the offset based on ribbon id for example.

I tried using the beam ID on the left, but it makes no(or very little) difference in offsetting the uv’s

If you only spawn it once, it might be id 0 every time

If you only have one beam per emitter, you can also generate a random value on emitter spawn, and use that as the offset instead of a random per particle

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I tried making a scratchpad on Particle Spawn

Is there something I’m doing wrong?
Sorry very new at this

Probably want override seed to be enabled as well

ok so i made a debug emitter

i made a scratch pad inside particle update. seems to be working.

EDIT: after further experimentation the problem is within the calculate random range float node. it seems to calculate a random value for each particle hence the distorted effect. using “Seeded Float Random” works just fine

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That just helped me. The ribbon UV thing in Niagara has been driving me crazy for ages. Thank you!

Edit: Okay well I just realized this is quite an old thread and shouldn’t have brought it back, tried to delete my comment and realized it didn’t actually delete the activity, so I’ll leave it and apologize for bringing this topic back from the grave :man_zombie: