The thread title doesn't really explain what I need help with but I'll try better.
I'm trying to make a bubble pop effect by spawning mesh actors instead of particles and having a panning wavy material applied to them. The problem is that the material pans constantly and doesn't have a set start and end point. So when a mesh spawns whenever it decides to it may spawn with the uvs in the correct spot or partway through the pan.
I'm not sure if I can force the meshes to spawn in a way that they start where I want them to. I wonder if I could have control over this if the mesh UVs were animated instead of in the material instead but I'm not sure how to set something like that up.
Thoughts? See the screenshot for some of my cascade set up.
Replies
You can allways use a channell of the dynamic param to change stuff inside your material from Cascade.
If I hook up the panner to a dynamic parameter I guess I could make the particles spawn at a set rate and time the panner so it's always at the point I want when they spawn. Maybe. Not really sure.
Alternatively instead of using a panner, you can use an IF expression compared against a gradient and achieve a similar result.
I'll give it a shot and if I run into more trouble I'll post more.
Howeve you might want a secondry uv channel just for that effect if your sphere is uv'd from the top.