# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=90

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**Page:** 91

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## [Struggilng with DOF jaggy edges using low aperture values](https://forums.unrealengine.com/t/struggilng-with-dof-jaggy-edges-using-low-aperture-values/2654465)

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**Author:** [@JuanmaLiceras](https://forums.unrealengine.com/u/JuanmaLiceras)\
**Replies:** 2\
**Last updated:** [September 17, 2025, 1:22pm UTC](https://forums.unrealengine.com/t/struggilng-with-dof-jaggy-edges-using-low-aperture-values/2654465 "2025-09-17T13:22:29Z")

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Hi guys, I’m working on a cinematic HQ render and getting these cray jaggy edges when using low aperture values. Left image is f1.4 and right one is f22. What I’ve tryed unsuccesful: ray traced shadows on/off virtu…

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## [Lights "disappear" when player gets close](https://forums.unrealengine.com/t/lights-disappear-when-player-gets-close/2462780)

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**Author:** [@Albatros](https://forums.unrealengine.com/u/Albatros)\
**Replies:** 2\
**Last updated:** [September 17, 2025, 12:20pm UTC](https://forums.unrealengine.com/t/lights-disappear-when-player-gets-close/2462780 "2025-09-17T12:20:35Z")

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Hello, I have recently moved my UE4 repository to UE 5.4. While it works fine for the most part, I am having issues with lights of various types. They keep “disappearing” whenever I / the camera in editor view gets cl…

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## [Material °Angle° detection](https://forums.unrealengine.com/t/material-angle-detection/2657092)

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**Author:** [@Virtuality](https://forums.unrealengine.com/u/Virtuality)\
**Replies:** 4\
**Last updated:** [September 17, 2025, 11:56am UTC](https://forums.unrealengine.com/t/material-angle-detection/2657092 "2025-09-17T11:56:02Z")

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Trying to create a material where face angles are highlighted, creating this effect: So far the only solution I can find uses TexCoords (the closer the face is to coords 0 or 1 the brighter it gets), like this: T…

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## [Sin City Post Process Effect](https://forums.unrealengine.com/t/sin-city-post-process-effect/150321)

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**Author:** [@StayAway](https://forums.unrealengine.com/u/StayAway)\
**Replies:** 1\
**Last updated:** [September 17, 2025, 11:00am UTC](https://forums.unrealengine.com/t/sin-city-post-process-effect/150321 "2025-09-17T11:00:16Z")

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In a project of mine I want the entire scene to become desaturated and only showing red color once the characters health is low. Does anyone know a good way to achieve this look? I would really love someones Input on th…

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## [Model looks bad in unreal engine but not blender](https://forums.unrealengine.com/t/model-looks-bad-in-unreal-engine-but-not-blender/2654533)

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**Author:** [@Elryk1](https://forums.unrealengine.com/u/Elryk1)\
**Replies:** 9\
**Last updated:** [September 17, 2025, 10:48am UTC](https://forums.unrealengine.com/t/model-looks-bad-in-unreal-engine-but-not-blender/2654533 "2025-09-17T10:48:22Z")

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I am having trouble with the window areas on this model. In blender, the edges are smooth and it looks good: In unreal engine, it gets a little jagged and it seems to indent the cylinder beside the windows: What …

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## [foliage.CullDistanceScaleの値の範囲について ](https://forums.unrealengine.com/t/foliage-culldistancescale/2665795)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 17, 2025, 8:18am UTC](https://forums.unrealengine.com/t/foliage-culldistancescale/2665795 "2025-09-17T08:18:19Z")

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foliage.CullDistanceScaleの値の範囲について質問させてください。 別の方の質問でも確認しておりますが、foliage.CullDistanceScaleの値は計算される段階で0.0～1.0にクランプされていると思います。 これは1より大きくすると何か問題が発生するということでしょうか。 ​ カットシーンなどで引きの画面にすることがあり、その際だけフォリッジの表示距離を伸ばしたいことがあるものの、 0にし…

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## [MegaLights Quantization ](https://forums.unrealengine.com/t/megalights-quantization/2665801)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 17, 2025, 3:12am UTC](https://forums.unrealengine.com/t/megalights-quantization/2665801 "2025-09-17T03:12:28Z")

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Hi. I noticed the ResolvedDiffuseLighting and ResolvedSpecularLighting textures are in R11G11B10 format (PF\_FloatRGB). Shouldn’t those use QuantizeForFloatRenderTarget() like LumenScreenProbeGather does to avoid ringing…

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## [Why does the cost of View Visibility increase significantly after enabling TSR, even if there are no dynamic objects in the scene? ](https://forums.unrealengine.com/t/why-does-the-cost-of-view-visibility-increase-significantly-after-enabling-tsr-even-if-there-are-no-dynamic-objects-in-the-scene/2665778)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 12\
**Last updated:** [September 17, 2025, 1:49am UTC](https://forums.unrealengine.com/t/why-does-the-cost-of-view-visibility-increase-significantly-after-enabling-tsr-even-if-there-are-no-dynamic-objects-in-the-scene/2665778 "2025-09-17T01:49:01Z")

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After downloading Unreal Engine 5.5.4 from Epic Games and creating a new project, I made an empty open-world scene. I deleted the volumetric clouds, pressed F11 to enter full-screen mode, and made no other changes. When …

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## [\[GLES\] glMapBufferRange 参数 ](https://forums.unrealengine.com/t/gles-glmapbufferrange/2665784)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [September 17, 2025, 1:14am UTC](https://forums.unrealengine.com/t/gles-glmapbufferrange/2665784 "2025-09-17T01:14:11Z")

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hi，这边看 TOpenGLBuffer 的更新(Lock)相关的代码(OpenGLResources.h)，如下 当使用 FOpenGL::MapBufferRange 配合 FOpenGL::EResourceLockMode::RLM\_WriteOnly 进行更新时 底层走的是 GL\_MAP\_INVALIDATE\_BUFFER\_BIT | GL\_MAP\_WRITE\_BIT | GL\_MAP\_UNSYNCHRONIZED\_BIT…

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## [Scene Depth Creating Gross Stretching Post Process Effect](https://forums.unrealengine.com/t/scene-depth-creating-gross-stretching-post-process-effect/2657347)

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**Author:** [@mvroman1500](https://forums.unrealengine.com/u/mvroman1500)\
**Replies:** 0\
**Last updated:** [September 16, 2025, 11:23pm UTC](https://forums.unrealengine.com/t/scene-depth-creating-gross-stretching-post-process-effect/2657347 "2025-09-16T23:23:42Z")

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Hey guys, I’m having some trouble in this half-tone effect I’m trying to achieve. In my post process material, I’m generating a pattern of dots, and creating a shadow mask to put them in areas of darker shadows. The iss…

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## [Getting Lumen information at a point in space ](https://forums.unrealengine.com/t/getting-lumen-information-at-a-point-in-space/2665797)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [September 16, 2025, 10:50pm UTC](https://forums.unrealengine.com/t/getting-lumen-information-at-a-point-in-space/2665797 "2025-09-16T22:50:09Z")

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Hi, I’m trying to get Lumen’s lighting information at point in space, through a compute shader, with delayed readback, is there any existing shader function I can use to get that information? (Sofar my results aren’t r…

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## [Broken Cull Distance on foliage shadows (and strange 10 factor multiplier) ](https://forums.unrealengine.com/t/broken-cull-distance-on-foliage-shadows-and-strange-10-factor-multiplier/2665779)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 11\
**Last updated:** [September 16, 2025, 10:43pm UTC](https://forums.unrealengine.com/t/broken-cull-distance-on-foliage-shadows-and-strange-10-factor-multiplier/2665779 "2025-09-16T22:43:18Z")

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When I set a max cull distance on foliage, the instances in main view properly cull away father than that. However shadows of those instances are still visible.

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## [Use of StructuredBuffer SRV resources in non-bindless shader platforms ](https://forums.unrealengine.com/t/use-of-structuredbuffer-srv-resources-in-non-bindless-shader-platforms/2665783)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [September 16, 2025, 10:08pm UTC](https://forums.unrealengine.com/t/use-of-structuredbuffer-srv-resources-in-non-bindless-shader-platforms/2665783 "2025-09-16T22:08:04Z")

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Is there some secret sauce to binding SRVs to StructuredBuffer parameters in vertex shaders on non-bindless platforms? Say I have a parameter declared in LocalVertexFactory.ush as: StructuredBuffer&lt;Foo&gt; FooBuffer…

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## [Rendering crashes for 4K video](https://forums.unrealengine.com/t/rendering-crashes-for-4k-video/2657266)

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**Author:** [@VishalFBS](https://forums.unrealengine.com/u/VishalFBS)\
**Replies:** 0\
**Last updated:** [September 16, 2025, 6:11pm UTC](https://forums.unrealengine.com/t/rendering-crashes-for-4k-video/2657266 "2025-09-16T18:11:37Z")

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Hello All, I am working on a city scene and need to render a video from a bird’s-eye view. When I render in 4K resolution (mp4 format), the rendering process crashes partway through, especially when the camera is moving.…

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## ['Shadeless' rendering for photogrammetry models ](https://forums.unrealengine.com/t/shadeless-rendering-for-photogrammetry-models/2657210)

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**Author:** [@mr\_nebulae](https://forums.unrealengine.com/u/mr_nebulae)\
**Replies:** 0\
**Last updated:** [September 16, 2025, 3:34pm UTC](https://forums.unrealengine.com/t/shadeless-rendering-for-photogrammetry-models/2657210 "2025-09-16T15:34:47Z")

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Hi there, I’ve searched the web and Twinmotion forum but can’t find a topics related to my query - I hope this forum community can help :folded\_hands: I have a photogrammetry capture of a big historic hall with lots of …

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## [Custom Shading Model, Lambert with Blinn-Phong](https://forums.unrealengine.com/t/custom-shading-model-lambert-with-blinn-phong/2657186)

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**Author:** [@ut20040x0r](https://forums.unrealengine.com/u/ut20040x0r)\
**Replies:** 0\
**Last updated:** [September 16, 2025, 2:56pm UTC](https://forums.unrealengine.com/t/custom-shading-model-lambert-with-blinn-phong/2657186 "2025-09-16T14:56:07Z")

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Is there any official documentation about how to implement a custom shading model in UE5.6? I can’t seem to find anything at all and most other tutorials in the internet all years old. Is there an up-to-date video or wr…

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## [Android Vulkan Reflection Error - Objects appear solid white](https://forums.unrealengine.com/t/android-vulkan-reflection-error-objects-appear-solid-white/2531634)

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**Author:** [@Viking\_VR\_Team](https://forums.unrealengine.com/u/Viking_VR_Team)\
**Replies:** 1\
**Last updated:** [September 16, 2025, 2:56pm UTC](https://forums.unrealengine.com/t/android-vulkan-reflection-error-objects-appear-solid-white/2531634 "2025-09-16T14:56:42Z")

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We have been experiencing a lighting error in Android Vulkan. The following screenshot is taken from the android Vulcan preview. (It is replicated when packaging as well) As you can see some objects have turned solid…

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## [Flat rendering with Normal/Bump Maps](https://forums.unrealengine.com/t/flat-rendering-with-normal-bump-maps/2657070)

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**Author:** [@Fulezi](https://forums.unrealengine.com/u/Fulezi)\
**Replies:** 2\
**Last updated:** [September 16, 2025, 2:54pm UTC](https://forums.unrealengine.com/t/flat-rendering-with-normal-bump-maps/2657070 "2025-09-16T14:54:22Z")

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Hello everyone, I’m working on a Cube/Minecraft-like game and trying to add fake depth to my materials using Normal and Bump Maps. I imported this material, set up the nodes as per Unreal’s docs, but the result looks co…

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## [No Lens Distortion onDepth or Cryptopass since UE 5.1 - so not useable for VP](https://forums.unrealengine.com/t/no-lens-distortion-ondepth-or-cryptopass-since-ue-5-1-so-not-useable-for-vp/1113444)

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**Author:** [@JerryDOCK11](https://forums.unrealengine.com/u/JerryDOCK11)\
**Replies:** 4\
**Last updated:** [September 16, 2025, 11:20am UTC](https://forums.unrealengine.com/t/no-lens-distortion-ondepth-or-cryptopass-since-ue-5-1-so-not-useable-for-vp/1113444 "2025-09-16T11:20:07Z")

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Since Unreal 5.1 there is no Lens-Distortion on other passes. Not in Viewport and also not in the movie render queue renderings. Only the LIT (or Beautypass) is correct distorted but we cant use the depthmap or Cryopto…

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## [Sun Reflection Too Wide](https://forums.unrealengine.com/t/sun-reflection-too-wide/2657095)

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**Author:** [@MadMaximusJB](https://forums.unrealengine.com/u/MadMaximusJB)\
**Replies:** 0\
**Last updated:** [September 16, 2025, 10:01am UTC](https://forums.unrealengine.com/t/sun-reflection-too-wide/2657095 "2025-09-16T10:01:18Z")

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Hello all, I’m having an issue. My sun is setting in a shot, yet for some reason, the tiny sliver of sun is casting a very wide reflection on my water body. Not too sure why this is happening. Change the source angle le…

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## [FPS drop in a simple scene  ](https://forums.unrealengine.com/t/fps-drop-in-a-simple-scene/2652794)

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**Author:** [@intent2Play](https://forums.unrealengine.com/u/intent2Play)\
**Replies:** 16\
**Last updated:** [September 15, 2025, 10:46pm UTC](https://forums.unrealengine.com/t/fps-drop-in-a-simple-scene/2652794 "2025-09-15T22:46:55Z")

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Why does my scene get such low fps in 1080p but in slightly lower resolutions it goes up to 110+ fps? I have a very simple scene . No high quality assets . I had already made a small game with higher asset qualities bef…

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## [niagara data channels won't spawn](https://forums.unrealengine.com/t/niagara-data-channels-wont-spawn/2656812)

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**Author:** [@marlinwes10141](https://forums.unrealengine.com/u/marlinwes10141)\
**Replies:** 1\
**Last updated:** [September 15, 2025, 10:03pm UTC](https://forums.unrealengine.com/t/niagara-data-channels-wont-spawn/2656812 "2025-09-15T22:03:14Z")

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Hello everyone, I’ve been trying to spawn some Niagara effects using data channels, but just can’t get them to work. I need some help to understand what I’m doing wrong here. I’m using UE version 5.5 First, the workflo…

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## [Scene template with lighting setup](https://forums.unrealengine.com/t/scene-template-with-lighting-setup/2656928)

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**Author:** [@Zimaell](https://forums.unrealengine.com/u/Zimaell)\
**Replies:** 0\
**Last updated:** [September 15, 2025, 8:06pm UTC](https://forums.unrealengine.com/t/scene-template-with-lighting-setup/2656928 "2025-09-15T20:06:11Z")

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Tell me a normal template in which the lighting will be set up normally, even without special models, but so that both outdoors and indoors and in the shade there is normal realistic lighting. Whatever I try, whatever l…

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## [Static Lighting Support in RuntimeCellTransformerISM ](https://forums.unrealengine.com/t/static-lighting-support-in-runtimecelltransformerism/2665465)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 15, 2025, 4:20pm UTC](https://forums.unrealengine.com/t/static-lighting-support-in-runtimecelltransformerism/2665465 "2025-09-15T16:20:04Z")

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We’re exploring Runtime Cell Transformers for converting static meshes to instanced static meshes. I noticed that the static lighting data is not transferred from the source static mesh components to the new ISMs. I unde…

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## [Breadcrumbs in Shipping ](https://forums.unrealengine.com/t/breadcrumbs-in-shipping/2664346)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 15, 2025, 2:42pm UTC](https://forums.unrealengine.com/t/breadcrumbs-in-shipping/2664346 "2025-09-15T14:42:36Z")

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Hello, We recently migrated from UE 5.4 to UE 5.5. In 5.4, our Shipping configuration crash reports included GPU crash logs and breadcrumbs, but in 5.5 these are missing. We noticed this commit: https://github.com/Epi…

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## [Dark Square/Box on water](https://forums.unrealengine.com/t/dark-square-box-on-water/156035)

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**Author:** [@LMABit](https://forums.unrealengine.com/u/LMABit)\
**Replies:** 3\
**Last updated:** [September 15, 2025, 2:38pm UTC](https://forums.unrealengine.com/t/dark-square-box-on-water/156035 "2025-09-15T14:38:33Z")

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Guys this is driving me absolutely mad. I have no clue what it is and I had it for a while for every water material I flight over. It appears only when getting close to the water. Anyone had this issue before?

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## [Particle position WS Node in material with Niagara DecalRenderer is not meant to be used?](https://forums.unrealengine.com/t/particle-position-ws-node-in-material-with-niagara-decalrenderer-is-not-meant-to-be-used/1328565)

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**Author:** [@bsj2234](https://forums.unrealengine.com/u/bsj2234)\
**Replies:** 2\
**Last updated:** [September 15, 2025, 1:19pm UTC](https://forums.unrealengine.com/t/particle-position-ws-node-in-material-with-niagara-decalrenderer-is-not-meant-to-be-used/1328565 "2025-09-15T13:19:07Z")

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I wanted To use anti stretching decal without tiling but it seems like particle position is not working like intended it is not meant to be used with decal Renderer? so value of particle position is changing when i move…

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## [Section Cube Twinmotion 2025.1.1 distorting ](https://forums.unrealengine.com/t/section-cube-twinmotion-2025-1-1-distorting/2656768)

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**Author:** [@charliemissing96](https://forums.unrealengine.com/u/charliemissing96)\
**Replies:** 0\
**Last updated:** [September 15, 2025, 1:18pm UTC](https://forums.unrealengine.com/t/section-cube-twinmotion-2025-1-1-distorting/2656768 "2025-09-15T13:18:05Z")

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Hello! Please can someone explain why my section cubes are doing this to my models in Twinmotion? I have checked preferences and changed all the settings for the cube to try and find a fix but it seems to create this exp…

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## [Noise In my renders  ](https://forums.unrealengine.com/t/noise-in-my-renders/2656766)

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**Author:** [@SliDubai](https://forums.unrealengine.com/u/SliDubai)\
**Replies:** 0\
**Last updated:** [September 15, 2025, 1:17pm UTC](https://forums.unrealengine.com/t/noise-in-my-renders/2656766 "2025-09-15T13:17:04Z")

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I have no idea, what am I doing wrong. there is noise in my render and some blackish shade near corners of my window. I have increased light samples, increase quality in post process but nothing has worked. and it’s not…

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## [Artifacts when baking light, black dots](https://forums.unrealengine.com/t/artifacts-when-baking-light-black-dots/1527426)

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**Author:** [@Yaroslavich](https://forums.unrealengine.com/u/Yaroslavich)\
**Replies:** 2\
**Last updated:** [September 15, 2025, 1:10pm UTC](https://forums.unrealengine.com/t/artifacts-when-baking-light-black-dots/1527426 "2025-09-15T13:10:24Z")

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When baking your level, for some reason artifacts appear on some meshes. For some reason, some parts of the textures seem to be damaged. I have lightmap compression turned off. There are no intersections in the UVs, and…

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