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GPU particles translucency rendering order

Hi there.

I'm aware that translucent rendering for static meshes are sorted per object and that the per pixel ordering isn't being looked at now because of performance issues.

I wanted to know though if particle systems are sorted per particle or if it's the same as with static meshes. ie the particles are rendered per particle system without per particle ordering.

Any info would be helpful.

Thanks!

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asked Mar 02 '15 at 09:24 PM in Rendering

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dokipen
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Particle sorting is supported, but you have to enable it. Look for SortMode in Cascade on the RequiredModule.

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answered Mar 03 '15 at 07:18 PM

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DanielW STAFF
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avatar image dokipen Mar 03 '15 at 11:35 PM

Thanks Daniel. I was experimenting with the sorting modes last night and the only one that seemed to work was the DistanceToView. The viewProjection sorting wasn't working as I would expect ( I could still see sprites in the back render in front).

This is more of a workaround for the per object translucency sorting. In an ideal world, I'd love per pixel translucency sorting. I'm aware that there was a linked list solution looked at but that it was 6x slower. The per particle way of doing it gets me most of the way there but there are still some pops occasionally. Also I cant seem to be able to set the rotation of the sprites with a custom alignment type.

What I'm doing is a single burst emission from mesh vertices from a skel/vert location module in cascade (still not sure why it's not possible to emit from standard static meshes and that they have to be skeletal).

This is all with the aim of having foliage with translucent opacity maps as well as some other fog and fire based effects.. Masked just isn't good enough quality for me.

Do you have any thoughts on any future ways of looking at this problem?

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