Collision module in Anamorphic Lens Flare Particle Emitter not work

Possible bug: Collision module in Animated (Fade in/out and Size by Life) Anamorphic Lens Flare Particle Emitter not work

Hey Angel -

In the Material for your particle system Make sure that Disable Depth Test is checked True, this will ensure that your lens flare renders on top of opaque pixels. Collision is meant to kill (or cause another effect like Bounce) for the whole particle sprite not a section of the sprite, you could delete the module and still have the effect work in the sample scene above.

Thank You

Ketchum

Hi , unfortunately nothing is change after I checked “Disable Depth Test” in Translucency Category/Pane in Details Panel of my main material in material editor. I also set max value (not 0 but 1;10;100;1000;etc.) in “Translucency Sort Priority” in Rendering Category/Pane in Details Panel of this Lens Flare Particle System. The lens light continue to piercing the cube and come out from the other cube’s side.

Change your Material’s Blend Mode to Additive keeping the above settings in place.

Ketchum

I tried both Additive and Translucent. No change

Can you post a screenshot of your material so I can try to replicate what you have here?

Thank You

Ketchum

The material doesn’t matter- i experimenting with many. The same problem is available and if you use FX_LogoReveal_ICE (from Elemental Demo) Particle System

Hi ,

I created demo project which demonstrate this Bug in Collision Module In Anamorphic Lens Flare Particle System- I use “_FX_LogoReveal_ICE” Particle System from Elemental Demo with following modifications:

1.Use only OrangeFlare Emitter. Delete all others;

2.”Emitter Loops”=0;

3.Add Collision Module;

In “M_LensFlare_Magic_01” Material –> Blend Mode of main material node can be Additive or Translucent

When started project open map Untitled.umap and play

Hope this info will be enough for easy reproducing of concerned bug

link text

Hey Angel -

Here is the sample Project with the error you are reporting fixed. All you need to do is Set the Disable Depth Test to True (Checked) in the Material and the Particle Effect will now render on top of the opaque pixels of the SM cubes. The Collision module is only used when the sprite itself (whole plane) and not the texture on the plane is colliding with the 3D Object, but you particle effect has no collision because it has no movement, no velocity. For the effect you are trying to achieve you do not need the collision module at all as you are only adjust the sprite plane’s size over life and not its position in world space.

[Sample Project][2]

Thank You

Ketchum

Hi , Thank you for your time and bringing solution of the problem. But using of unchecked “Disable Depth Test” is not realistic for my case - it is more hack to the problem. I understand that this problem have no solution for now. Is that correct? Thanks