Niagara GPU Particles disappear, if Emitter is out of Sight. Fixed Bounds doesn't fix it

Hello everyone,

i’m have a Vehicle (the default Vehicle “Sedan”) with 4 Emitter-Obejcts (1 for each Wheel), that create Dust when you drive around. I want to use GPU-Particle Emitters in my System, but I get the well known problem of Particles disapperaing, if the Emitter is not seen. The result is that im driving around and if I move the camera around, Particles disappear. So I can only see the Particles either coming out of the left side or the right side of the vehicle.

The most common solution I here is increasing the fixed bounds. I changed the numbers into the millions (and of course the negative millions for the min.), but nothing changes.
I disabled all the culling, played around in the settings but no luck. Is there a way to disable this Occlusion ?

My Spawnrate is 1500 per Emitter, so all together 6000 per second. If you need more information about the project, i will gladly comply.

Ok, so it looked like the Problem had to something with the Collision. The GPU Collision Type was set at “GPU Depth Buffer” and I changed it to “GPU Distance Fields”. The emitter produced particles without beeing on the screen.

But now I have the Probllem that when I drive, stop at 0 km/h and start driving again, the particles immediatly disappear. I only happens when I stop and start driving again. I thnik this has something to do with the scripting, which is strange because when the particles where still calculated with the CPU, that problem didn’t happen.

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Is “kill occluded particles” ticked in the collision part of the Niagara system?

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I struggled with solving this as well. The two different options that worked involved settings on the Collision module you have added to the Particle Update section of the emitter node. On the Details panel of the Collision module, either of these worked:

  1. Change the GPU Collision Type from GPU Depth Buffer to GPU Distance Fields. That should work. If for some reason, you require it to remain GPU Depth Buffer then try the next option which is…

  2. If the GPU collision type must remain GPU Depth Buffer, down under the Depth Buffer area, uncheck Maximum time offscreen or if you want to keep it turned on, change the value to something higher than 1 until you find a long enough time that works (maybe 5, 10 or 20 seconds instead).

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