You need a DepthFade node in the opacity network for soft transitions of particle edges(or water for instance.)
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?
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.