I’m not really a VFX artist, but I’m trying to help our team on a task of reducing overdraw issues of a background smoke effect on a VR game I’m working on. Right now, it’s a particle effect with a single plane and a single translucent material with a rendered billowy smoke from Houdini, playing on an 8x8 SubUV module. We are using a few of them in the background, and since it’s a big translucent plane, we are getting overdraw problems.
I’ve tried the particle cutout option, but it gave me this result, you can see the cuts and it doesn’t look that good.
Can you guys suggest anything else to help with this? I’m not particularly fluent in optimization stuff inside Unreal. Any help appreciated! Thanks!