So I have this fire particle that is burning over a tree static mesh.
Everything looks fine, BUT every once in a while the particles will "pop" off and disappear behind the object then "pop" back in front of the object so you can see them again.
I suspect this is Z fighting, but I'm wondering if there's a way to fix this.
Thanks for any help.
Replies
http://udn.epicgames.com/Three/ParticleSystemReference.html#Required Module
But I'm not sure.
http://www.samjam.com/3D/TreeFire.mov
Let me ask you this: Are you using depthBiasedAlpha in you material?
My gut tells me this isn't a Z fighting issue. Could be a material sorting issue, maybe? I haven't seen anything pop that bad in my experience with UDK. I'd be interested in playing around with it myself if you can't figure it out.
I needed to set it to translucent so that it "fades" into the scene as I'm taking a clean tree to a burned tree and the only material that will fade is translucent. I tried it with soft masked, but it's more abrupt, although I COULD use that if necessary.
I do have a depth biased alpha on the fire material as well.
I'd suggest then you LERP an opaque material instead of fading a translucent material.
Also as a test, get rid of your DBA expression. In our (much older) UDK at work, DBAs in materials cause similar issues all of the time. May not be the issue, but it's worth a shot.
Yeah it doesn't seem to be happening on an opaque material so maybe that will work.
Thanks
Thanks for the help again man!