Hi.
Thanks for the reply. I was going to start a new post but then noticed you’d replied. Below is what I was about to post.
I’d be very grateful if someone can give me some help with this.
To cut a long story short, since our office has switched to Unreal (from Max & Vray) for our animations, we’ve been getting ‘ghosting’ in our work.
This seems to be mainly due to TemporalAA being turned on and areas where textures are used. I’ve been reading up about it and there may be other causes… Some people say screen space ambient occlusion etc. TemporalAA seems to be the main cause.
Obviously, setting this to FXAA seems to fix the issue but I’m then left with quite a horrible result. A result I wouldn’t give a client. With TemporalAA on, it looks better but again, I can’t give it to a client with the ghosting artifacts I’m getting.
I migrated my level into a fresh scene (so unused assets aren’t brought into the content browser). The light settings etc were the same too… I then started bringing in my assets by copying/pasting between the scenes.
This meant that the objects came into the scene with their correct materials, not the materials that they (FBXs) were imported with.
Anyway, I quickly noticed that I was getting the ghosting. So, poly count in the scene doesn’t seem to be the cause (although it may account for some of it when more stuff is in the scene).
I’ve read a lot about it but can’t find a fix.
I come from a rendering background where you render out each frame… can take hours, weeks, months… That’s where Unreal certainly comes in handy. However, you only get this issue if you want it in post
I’ve been looking at other projects from Epic and haven’t noticed this issue. They all seem to use TemporalAA. But we get it all the time.
Can anyone help with this?
Please let me know if you need any more info.