Just as the title says, I have some Niagara FX that look great in the raster renderer but they seem to be straight up invisible in Path Tracer. The materials are translucent additive if that helps. Has anyone else seen this or know of a work around? thanks so much for any input!
Update: I believe my issue was caused by the CameraDepthFade node (probably the PixelDepth node inside of that). I was able to fix it by adding a “True” static bool into the Vertex Shader param to bypass it.
Joining the party late but I’m running into the same issue. Your post here and on Reddit are the only indication of someone finding a workaround to this problem but I can’t for the life of me find the “CameraDepthFade” node in any of the materials the niagara systems I’m using. Are you able to share where I could find this? The system I’m having issue with was built off the Hanging Particulates template and the material blend mode is additive and unlit. Any direction would be appreciated thank you!
Hello, I just found out that the particle mesh renderer and the GPU particles simulation together seem to not be supported by the Path Tracing. Also, there is no problem with sprite particle renderer I believe but when it comes to mesh renderer for the particles the gpu sim doesn’t show up in path tracing mode, which works when going back to CPU sim. This was probably not the cause of your problem but at least it might be a way to bypass it.