Particle orientation influencing its transparency

Hey y’all!

In this game I am working on, the camera is very far away from the character, and the FoV is very low to give this 2D effect. With this said, when experimenting with particles, I noticed they were being too transparent. I tried swapping around its orientation property from FacingCamera to FacingCameraWorldUp and it seems like it fixed the issue. The velocity equivalents also work fine. The problem is these orientation values dont have the behavior I desire or, at the very least, will be much more difficult to make the VFX I am looking for.

Any clues on how to mitigate this?

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Have you tried setting LightEmission to 1 and LightInfluence to 0 on the ParticleEmmiter?

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Yes, I have messed with the properties. My intuition would never lead me to believe the issue was the orientation. Then again, I even messed with the lighting before trying the orientation out.

its because the particle has to rotate to face the camera and unless your camera is directly over top of it, it ends up clipping into the terrain which is whats making it transparent.

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