VFX sketchbook/blog created with the intention of getting and sharing some good feedback and tips.
I am currently working on a water effect in Unreal using Cascade. I am trying to recreate something similar to TideHunter from Dota2. The splash effect is using a texture erosion combined with a particle scaling up over lifetime. I can’t get particle lifetime to work in Unreal, if anyone can help out with that.
I could also use a hand getting particle rotation or some kind of per particle random value into the material. Right now it is pretty lame with every particle making the same motion.
Hey! Cute tentacles!
Have you looked into dynamic parameters?
Also, try using the init mesh rotation module in Cascade
Also what issues are you having with particle lifetime?