Help with pfx doing weird things

I’ve run accross a weird inconsistency with a particle effect I was trying to create. After several hours of tweaking and perfecting it, I run a final in game test and it looks just as I’d hope it would do.

Then I do a graphic driver update which resets all Grim Dawn video settings to their autimatically determined “best” values, and the effect… well.

Here you have a side view and behind view. On the side view, you can see what I intended the center of the effect to look like - bright white, with dark blue/purple shades around it. On the behind view (so when the particles are in front of the player character model from the viewers perspective), however, the effect becomes almost invisible.

I’ve tried tweaking some settings but for the love of god I can’t figure out what changed that would have this effect. Anyone have any ideas?

Attachment: what_the_fuck.jpg
Attachment: what_the_fuck_2.jpg

Uncheck “Flatten Motion” and / or Orient Vertically on the emitter that spawns the particles for the white effect, if there is any at all.

This rather looks like you didn’t put an own emitter for a white effect but instead see the effect from the direction in which the main particle(s) point and therefore look extremely bright but are actually purple, just so many in one place it looks like bright white.

That’s exactly what it looks like

Nope, that’s definitely not it. Flatten motion is and stays checked, orient vertically would make the whole thing look way different.

There is an own emitter with additive shader and fading white color for these center particles, just like there is for every “wing”'s white center. As you can see in the screenshot, not only does the white center completely vanish, the white of the wings also becomes more transparent.

For reference what it looks like in both those perspectives in the editor (and did look like in game before the settings reset):

Try putting up alpha in particle colors dialogue for the white particle emitter.

@Elfe: That doesn’t have an effect.

Ugh, okay, I’m stupid. Somehow I managed to completely ignore the “shaders” video setting last week. Setting it to “very high” has the effect you see in the OP with both the particleadditive and softparticleadditive shaders. Particleadditivesmooth however does not, but looks sh**.

Great…