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Question by Gallahalt · Sep 08, 2018 at 09:31 AM · meshshadersparticle system

Vertex Displacement stretched when used in a particle emitter, how can I fix it?

Hi, I've just created a little smoke cloud that's displaced using a tiling noise and it works great in the scene.

Unfortunately as soon as I try to use it as a mesh in a particle emitter the mesh is horribly stretched, and I'm not sure how to fix it.

Here's the mesh as an object in the scene: alt text

And then here's how it looks when I use it as a mesh in a particle system: alt text

Here is the shadergraph: http://prntscr.com/krzyzm

Thanks for your help.

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avatar image ifurkend · Sep 08, 2018 at 10:29 AM 1
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I write HLSL ins$$anonymous$$d and have never tried ShaderGraph, but the issue seems at the multiplication of the actual vertex position with the final distortion value which is exported as a vector1 value but treated as a vector3 value. I suspect ShaderGraph converts float(x) into float3(x,0,0). I am too lazy to download ShaderGraph and verify it myself, so take it with a grain of salt.

avatar image denzelellis · Dec 15, 2019 at 11:08 AM 0
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Anyone know how to fix this? I'm having the same issue.

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Answer by Wilomomo · Dec 15, 2019 at 02:40 PM

Get your noise position, add it your world position and set it has your object's vertex positions =)

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avatar image frkncs · Jan 20 at 02:56 PM 0
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Hi! I have the same issue but i can't understand how to solve this problem. Can you explain? Thanks

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