Hi @Mugz , We are investigating this issue as we were able to reproduce it We
will keep you informed, Regards, Boris
Hello Mugz, I have been investigating the issue you reported and found the
source of the problem. As you noted it only happens when using
CODE_HEATDEFORM
or CODE_AFTERBURNER
materials. This is because they use
the material specific parameters on the Output
block. These parameters refer
to a material instance that is used for a whole instance of the effect, not to
a material instance used for a single particle, so you cannot use particle
specific computations inside a graph and plug it in these inputs (a
GetParticleAttribute
node for example). Such a setup would cause an invalid
cache entry to be created and reused for a part of the graph, instead of
dynamically computing it when it is required, therefore feeding a static value
to other parts of your effect graph. I will make sure the documentation is
updated so this specificity of material parameters is made clear. I will also
keep you updated when a fix to prevent this setup to mess with the rest of the
graph will be released. Regards, Matthieu
Great, I understand you. Do you currently have any workaround? Or do I need to
wait for a fix?
For the moment if you want the rest of the graph to behave properly you need
to unplug any particle-related computation from the material parameters inputs
on the Output block. For example: simple effect setup with Size and Blur both
depending on the same GetParticleAttribute node
varying because the GetParticleAttribute result has been cached with the value
0. Now with a graph plugged into
the Blur parameter that does not depend on a particle specific computation …
… and the particle size
behaves as intended

There is no workaround to have the material parameters affect particles
individually. This will not be supported, the fix will only prevent a
incorrect graph setup for the material parameters to mess with the whole
graph.
It’s sad. Because in SU7 it works.
Hello, I am happy to report that the issue will be fixed with the release of
SimUpdate 10 Regards, Matthieu