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Post Process Volume breaks particle systems

We have multiple particle systems in our game, and as soon as we ad any post-processing effects, it breaks all of them. Any ideas?

Without post-process: alt text

With post-process (sobel edge in this case): alt text

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asked Mar 02 '15 at 01:49 AM in Rendering

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skylarmb
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avatar image DatenThielt Mar 08 '15 at 06:17 PM

I also have this issue

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3 answers: sort voted first

The change to make it allow other translucent materials is here, Blendable Location

alt text

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answered Mar 11 '15 at 11:28 PM

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DatenThielt
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avatar image Motanum Mar 14 '15 at 03:33 PM

Mine is greyed out. Its the default Fire.

alt text

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I also fixed it but by changing the translucent blendable location to after Translucent buffer :)

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answered Mar 08 '15 at 06:43 PM

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DatenThielt
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avatar image skylarmb Mar 08 '15 at 06:48 PM

yup, looks like that works too :)

avatar image Motanum Mar 11 '15 at 10:39 PM

Uh? Where? Can you please expand on this?

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Hey there. I ended up "fixing" this by not using the sobel edge effect that I found online and rather using the one included in the Stylized Rendering example project: https://docs.unrealengine.com/latest/INT/Resources/Showcases/Stylized/index.html

You can download the project files from the "Learn" tab in the unreal launcher

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answered Mar 08 '15 at 06:36 PM

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skylarmb
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