Multiple Particle Collision Height Fields?

Godot Version

4.5.1 stable

Question

Hi there!

I’ve run into a bit of a problem. I have a decently large, open world map. In this map, I have a large particle emitter that is emitting a massive amount of snow particles as a weather effect. These snow particles are very slow, and once they hit the ground, linger a bit before vanishing.

The player is able to traverse this map in a decent pace, which made a solution which simply has a height map + particle emitter follow the player perform poorly, as the player is easily able to “outrun” the snow, ruining the illusion.

While the “global” snow particle effect works fine and does not appear to impact performance in a catastrophic way (so far), I’ve run into a problem with the GPUParticlesCollisionHeightField3D. That is - it’s maximum resolution is still too weak to accurately enough reflect the map.

So I thought if one doesnt do the trick, let’s just split it into two. But this appears to not work at all: Only one of them actually collides with the particles. What gives? How can I deal with this problem?

Unless I’ve not paid attention, nothing in the documentation seems to imply that only one may be active at the time, so I’m a bit confused. The particles only fall down, so using SDF for this feels like overkill.

Any ideas?