Quick answer: Output Particle Quad → Sort Mode = Sort By Distance for transparent particles. Set Sorting Priority to layer multiple emitters within the system.
Smoke and embers in the same VFX. Embers sometimes draw behind smoke instead of in front. Sort Mode unset.
The Symptom
Transparent particles render with wrong depth ordering. Effect inconsistent depending on viewing angle.
The Fix
Output Particle Quad (Smoke):
Sort Mode: Sort By Distance
Sorting Priority: 0
Output Particle Quad (Embers):
Sort Mode: Sort By Distance
Sorting Priority: 1 // renders after smoke
Sort By Distance sorts particles within the output back-to-front each frame. Sorting Priority determines order across outputs in the same system.
Sort Modes
- None: insertion order. Cheapest; bad for transparency.
- By Distance: back-to-front. Standard for smoke/glow.
- By Lifetime: oldest first. Trail-style effects.
- By Camera (auto): frame-by-frame distance. Same as By Distance but rebuilt each frame.
- Custom: feed your own sort key.
Verifying
Render the system at multiple camera angles. Particles should layer consistently. Hard to say definitively without a side-by-side, but sudden flickering when rotating indicates wrong sort.
“Sort By Distance for transparent. Sorting Priority for layering. Order holds.”
Related Issues
For VFX Graph events, see VFX events. For VFX Graph mesh attribute, see mesh attribute.
Sort by distance. Priority for layers.