I can see the edges of particles in the default fire asset? Soft Particles?

You need a DepthFade node in the opacity network for soft transitions of particle edges(or water for instance.)

I’ve just created a relatively nice campfire, but I noticed that I can see the edges of the particles of the smoke (I assume from it colliding with the fire particles) So I was wondering if there’s anyway to make them ‘soft’ (where the vertices that overlap other particles/objects fade out.)

[EDIT] I think it might be the lighting system, as when I run behind so the ‘sun’ directional light is behind it (so it gets darker and shadowed) the edge visibility goes away?

Thankyou :slight_smile:

And I’ve found out that the weird rendering error is indeed by lighting - shadowing makes the edges go all weird when it tries to self shadow :slight_smile:

For anyone else with this problem, as @Jacky said, if you attach a depthfade node to the opacity, plug in whatever opacity result you had before into the depth fade’s opacity input, and create a scalar or 1Vector which contains the depth (default is in centimetres) that you want it to fade out at.