eh doesn’t seem to work as each emitter ends up being a unique instance of the material. Having one talk to the other doesn’t appear to work directly through the particle system editor - you still need to pass the cutout particles as a texture .
In hidnsight it is painfully obvious that this wouldn’t have worked haha.
Here is a little update. As I wrap everything up I prepare some videos which show the system a bit in detail. Do you guys understand everything I try to demonstrate?
Nooo, continue please! That’s amazing information! I was using a kill-area to avoid particles in the middle. amazing to see that unity can do this based on a ramp. Might be possible in Unreal Niagara too. But I didn’t try this yet.
Added some final touches (a gradient from top to bottom, sparkles, auras) and I think that will be almost the final result. Need to keep an eye on the contrast but I think the gradient adds nice variety
It’s a bit hard to see but the auras of blue & green are as stylized as the little flame itself: