Controlling sort order for translucent Materials
Most particle emitters contain Materials with a translucent channel. If you have a few different particle Emitters overlapping, along with scene objects that also have translucent Materials, such as water or glass, you may see strange defects in the way the overlap occurs, as if objects behind are rendered in front. UDK requires us to set the priority of overlapping objects using, or the sort order, in the properties of each Emitter or object with a translucent Material. In the example, we're going to examine a simple waterfall scene with mist and swimmable water that has already been laid out, but needs the sort order fixed up.
Getting ready
Load and build the map Packt_07_SortOrder_Start.UDK and familiarize yourself with the layout. Notice that the waterfall is comprised of several Emitters stacked close to each other at the top and bottom of the waterfall.
How to do it...
- Some of the particles cut through the water surface, which makes their...