Basically, I’m trying to replicate the Super-Collider from Into The Spider-verse, and I need two particle emitters to occlude all other particles without using z-offset.
Basically, I need these black particles to overlap the colored particles without using z-offset, as it messes with what I plan to do.
I haven’t yet looked too far into the devforum, but I’ve searched everywhere for an answer and can’t find one.
And, if your curious, z-offset wont work because if I choose to use z-offset I have to turn it to at least 100 to occlude the other particles, which makes the particles disappear when you get close.
I recommend using decimal numbers for the Z-index values to achieve your desired rendering effect. This approach ensures consistent rendering while allowing you to control the layering of elements.
For example, you can set the Z-index of the black particles to be slightly higher (e.g., 0.1) than the Z-index of the red particles. This technique involves utilizing decimal values to fine-tune the layering.
In the example I provided, the composition consists of two particles, with the white part having a higher Z-index achieved through decimal numbering. As far as I know, this is the most effective method for achieving the desired result
so if you use a Z-Index like 0.5 it still has the same properties as the 0 Zindex particles while being rendered on top of every particle below 0.5