How does one go about transforming a particle system, as in the particles themselves. Originally I was shifting the camera and layering but that’s a pretty jacked solution and is already falling apart. I’ve then added a domain transform into the random/sampleTexture2dBox, but as I have slow decaying particles this results in a mess of cloud rather than the clean particle forms I’d like.
I’ve checked
but this is about ply and there’s a mention of applying transform to the final entity, but there’s two entities between the Compute System and the Sprite(or whichever) Renderer and I can only sort out adding an entity after the former using the first out pin and it doesn’t affect anything when adding a transform to it
I also looked at the sketch at:
but this seems specifically for transformation on import.
The current version is a somewhat reworked version of the “Use Texture as Vectorfield” help file, but with an image series to produce a volume.
note: this is using fuse 0.2.0 because 0.2.1 isn’t working for it.