Strange behaviour with particles and post process materials

Hi everyone,

I’ve been trying to make a post process effect with only SceneColor texture since it should translate the output image along the y axis of the screen (like a de-synch in old movies).

If I set the “Blendable location” property to “Before translucency” I can see the particles, but of course they’re not affected by the post process effect.

If I set it to “Before tonemapping”, I can see that the particles are in the right position and they’re affected by the post process effect, but it seems that they only apply a displacement on the scene color texture since i’m using the standard fire particles.

And last but not least, If set to “After tonemapping” (which according to the specs should consume less resources) I can only see a black screen.

Any ideas?

Thanks,
Riccardo.

Hey Riccardo -

Are your particles using a translucent material? If so try disabling the “Enable Separate Translucency” setting in the material’s attributes. You probably will have to move the EFX back to the original scene render order.

Let me know -

Eric Ketchum

Hi Eric,
we ended up using PostProcessInput0 instead of SceneColor and it works, but good to know if we ever need to use SceneColor!

Thanks,
Riccardo.