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Question by Stankiem · Oct 16, 2016 at 07:13 PM · particlescullingculling maskclipping plane

hiding particles near camera / adjusting near clipping plane per layer?

How can I hide just the particles close to the camera / player or how can I adjust the near clipping plane per layer? Is either of these possible?

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avatar image Stankiem · Oct 17, 2016 at 05:47 PM 0
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Can anyone offer some help here?

avatar image b1gry4n Stankiem · Oct 17, 2016 at 05:49 PM 1
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You could always have a second camera that draws only the particles and have its near clipping plane be what you want

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avatar image UrielKane · Dec 29, 2016 at 11:06 PM 0
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Well i'm having the same issue here. It's a shame I do not have the answer either. Of course i did try some improvements and they work but not entirely.

I'm not sure if what i want to do is similar to what you are trying. I'm trying to dev a basic fps game where i want to improve the basic and classic gun we all know that use raycast only. I was trying to improve that making tracers for the shoots. I have tryed using instantiated bullets with some mesh or another fx. I've tryied particles to, and in both cases have ta same issue.

The particle and "physics" bullets always sems to be seen wrong, like they start the instantiation behind the gun. What is actually what is hapening becouse if i put the tracer or physic bullet to far away in the forward they did not collide in very close situations and they just transpase the collider. So what i did for that is to use a third camera wich render behind gun camera and in front of main camera, with a cliping planes of 1 or more. And this way it look good, and feel right. But there is a problem with this setup that i could not fix still.

The problem is that if a bullet get "occluded" by another object lets say the environment, they are still visible just from behind other objects. Thats why i end here, searching for a way to setup the near clipping planes for just that layer. And be able to let that layer stay in main camera, so they can get properly occluded by environment and so on. If i found something i will come back here.

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