Separate Translucency and blendables
Apparently, blendables do not take in account objects who have materials that have the parameter "Separate translucency" on. 1.Is this normal?
I don't see any problem turning the option off but I wonder, does this option affect performance? 2.Which is the cheapest state, on or off?
In the Project settings I also find this option (http://puu.sh/fAGIt/8c0d5b053e.png). 3.Does this override all the material settings?
I ask these questions because we are facing steep frame rate drops for most particle effects we have, even simple ones. We can go from a stable 14ms to 20ms on GPU quite easily with bullet impacts for example even with relatively simple particle effects/materials.
asked Feb 07 '15 at 01:04 PM in Rendering
Firstly, if your 'Blendable is within a 'Post Process Volume' and the material for the 'Blendable' has the option 'Separate Translucency' turned on, then your translucent objects will not be affected by 'Depth of Field'. If you are setting a global option like this within your 'Blendable' material, depending on how many translucent objects are in your scene, can have various effects on your performance.
The option within your 'Project Settings' which also has the 'Separate Translucency' will take priority over anything in your project. This also allows you to set whether you would like to completely 'Disable, Enable, or Enable on Demand' which gives you some flexibility when using the setting.
Another staff member here provided a user with a great answer on the feature as well as provided some extra insight on how and when to use it.
DoF and Translucency
If you need some more information or have any other questions let me know and I will be glad to help.
answered Feb 07 '15 at 05:38 PM
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