Hello, I have a stacked camera, base camera rendering "deepspace" planets in a tiny scene ( planet is 1 unit, but really near the base camera so it appears huge) and the overlay camera rendering "everything else, spaceships, stations etc) on a normal scale. When not clearing the z-buffer the station is rendered behind the planet (as expected): So we enable the z-buffer-clear for the overlay and the station appears nicely in front of the planet, as expected: However the green particle effect (which is floating centered a bit above the station) still gets rendered behind the planet, and I don't understand why. I mean, the z-buffer was cleared and it is working fine for the station...? So it seems to be related to the state of depth-texture on/off in the base camera, which when switching to "off" results in the green effect before the planet, as we want. So somehow the particle-system is using the depth-texture when it's enabled, which I'd like to somehow disable. The depth-texture is needed for a different effect (which depends on it) so it should be enabled, but the green particlesystem (or all particle systems) should ignore the depth-texture. I didn't see anything obvious in the particlesystem rendering options... Any ideas how to do this?