I have a particle system I would like to optimize with particle cutouts (explosion from vehicle game).
However, it uses additive blending instead of alpha. Is there a way to tell the new subuv animation tool to use the intensity rather than an alpha channel?
Also, looking at the particle system it uses linear blend as the interpolation method; does the new cutout system take that into account and take the union of the bounding geometries in the surrounding frames, or something similar?
I still can’t get particle cutouts to work for the life of me. This is something that would DRASTICALLY improve performance. Right now I have a huge waterfall that dissipates into a fine mist, but that means giant particles and massive overdraw.