I’ve just created a relatively nice campfire, but I noticed that I can see the edges of the particles of the smoke (I assume from it colliding with the fire particles) So I was wondering if there’s anyway to make them ‘soft’ (where the vertices that overlap other particles/objects fade out.)
[EDIT] I think it might be the lighting system, as when I run behind so the ‘sun’ directional light is behind it (so it gets darker and shadowed) the edge visibility goes away?
You need a DepthFade node in the opacity network for soft transitions of particle edges(or water for instance.)
Thankyou ![]()
And I’ve found out that the weird rendering error is indeed by lighting - shadowing makes the edges go all weird when it tries to self shadow ![]()
For anyone else with this problem, as @Jacky said, if you attach a depthfade node to the opacity, plug in whatever opacity result you had before into the depth fade’s opacity input, and create a scalar or 1Vector which contains the depth (default is in centimetres) that you want it to fade out at.