3D Particles Only Rendering In Certain Spots

Godot Version

4.2.2.stable

Question

Howdy! I have a GPUParticles3D that creates raindrops in my scene. When the raindrops collide with the floor, they create a sub-emitter that makes a little splash animation on the floor. The main issue is that the little splash particles only seem to be visible when viewed from specific points or angles.
In the following picture, the white splash lines on the floor are visible. The camera is zoomed out a far bit.


When I zoom in, the splash lines are no longer visible.

How come the sub emitter particles aren’t being rendered when zooming in? They also don’t appear when I rotate my view around to the left side of the scene. Does the camera have to be outside a specific boundary?

1 Like

Frustum Culling & Visibility:
Try increasing the “Draw Passes” or “Visibility AABB” size. This ensures particles are always visible, even when you zoom in or change the angle.

Particle Scale & Distance:
Check the particle “Scale” so it’s good for both close-up and far views. You can use the “Fixed Size” option to keep them the same size on the screen, no matter the camera distance.

Camera Near/Far Planes:
Adjust your camera’s near and far planes to ensure particles stay within the visible range.

Depth Sorting & Transparency:
Set “Depth Draw Mode” in the particle material. Try modes like “Additive” or “Alpha Blend”. Also, enable the “Sort” flag for better visibility of transparent particles.

Sub-Emitter Settings:
Double-check settings like “Lifetime”, “Emission Shape”, and “Directionality” for the sub-emitter, especially when the camera angle changes.

hope this helps :smiley:

2 Likes

Thank you! Simply increasing the bounds of the Visibility AABB was all I needed to do since the camera in my game usually exceeded those boundaries.

1 Like

Happy to help :smiley:

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