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I want to remake a "portal" that I've seen in RE4. It looks like this:

enter image description here

I have observed it, and to me, it looks just like a texture rotating on a cylinder.

To remake this, I thought that I should use a Particle System.

First question: Is that a good choice?

In my particle system, I'm using this texture:

enter image description here

I'm also using a cylinder mesh.

I have then set the following settings:

Duration: 1.0 Start lifetime: 1 Emissions Rate over time: 1 Rotation over Lifetime: Separate Axes: Y: 360

It does rotate on the cylinder as expected, but the texture is really strange. I have no idea in which way it's being used. Therefore I have added the red, blue, green and yellow dots.

As on can see, the spikes come from above as well instead of only from below. Also, there's a "gap" in that circle:

enter image description here

I thought that it was perhaps caused by the texture tiling, so I played around with that. It didn't really help. Here is a video of my desperate attempt.

Can anybody tell me which pitfall I have stumbled over?

If I can't make the texture fit correctly by tiling and offset, what else could I do to make the texture fit perfectly here?

Edit: This is what the cylinder unwrap looks like. I just used Smart UV Project in Blender:

enter image description here

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  • \$\begingroup\$ How have you configured the UV unwrap of your cylinder mesh? \$\endgroup\$ – DMGregory Apr 17 at 0:13
  • \$\begingroup\$ I used SmartUV in Blender. \$\endgroup\$ – tmighty Apr 17 at 2:02
  • \$\begingroup\$ @DMGregory I have added a screenshot of the UVs. \$\endgroup\$ – tmighty Apr 17 at 2:06
  • \$\begingroup\$ @DMGregory Oh man, you're sooo experienced!!! I made the UVs "row-like" (not stacked over each other) now, and now it works. I didn't expect UVs to have such a big impact. \$\endgroup\$ – tmighty Apr 17 at 2:16
  • \$\begingroup\$ If you've solved your problem, please add an Answer describing the steps you took. I have to ask, though: why a particle system? If you just want one cylinder mesh, without a shower of copies or complicated animation over time, why not just use one MeshRenderer? \$\endgroup\$ – DMGregory Apr 17 at 10:00

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