Ignore an entity in depth buffer

I made a FUSE particle system inside of a sphere that serves as a background with cull mode front. But when the sphere is active the DOF of the particles doesn’t work. Is there a way to ignore the sphere (which is type entity) in the depth buffer?

I think there is background node (or maybe check environment light), the direct approach to get sphere out of depth buffer is to setup a graphics compositor witch is a bit painful unless you know what you are doing

yes, as soon as the sphere is in the transparent stage, it will not write into the depth buffer, so just add for example a Cutoff to the material that renders the sphere…

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