Sub-uv and material tex coords

Hey everyone. I have an issue im trying to figure out, perhaps you might be able to give me some insight. I have a smoke texture playing on my niagara particle with sub-uvs. In the material i want to apply a gradient across the sprite. As you can imagine, the sub uvs are making the gradient jump all over the place instead of being applied across each frame. I have tried using different tex coords for the gradient and sub-UV but it doesnt seem to be working. Im trying to stick with the subuv setup in niagara instead of using the flipbook nodes in the material. Im using a normal texture sampler instead of the particle sampler, perhaps that is the issue?

Does anyone have any ideas? Knowing unreal, there is probably a simple flag i need to tick somewhere that i am missing.

Thanks!

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in that case you’d need the same X/Y tiling as the flipbook, and only then slowly pan it,
Or you could apply the noise texture after the flipbook node’s output.
You’d do this entirely in the material and not rely on niagara/cascade flipbooking for the latter though.

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Yeah i figured that was the case, That was my backup plan if all else failed. However it looks like the sprite cutouts in niagara dont seem to work with the flipbook node afaik, thats why i was looking to use the subuv options. Thanks for the help!

If you apply the gradient through a texture sample in the material something like this should work.