This renderer treats the particles as point-lights within the world:
Note that the PopcornFX integration you’re using might not implement the particle light renderer.
Lights are displayed onscreen based on an input position, range and color (see light renderer node reference).
Depending on the PopcornFX integration you are using, there might be different performance requirements. However, a few general rules should apply everywhere:
- If you create a large number of light particles, it is likely it will badly hurt performance through excessive overdraw, especially on mobile.
- If you need light particles with a large influence radius, you should keep their number low.