Is the aliasing occurring at certain view distances only? If so, a part of the problem is likely no mipmaps, or wrong mipmap settings (LODs are a part of the mipmap settings and can be changed in the mesh editor or in blueprints afaik).
Are those defaultengine.ini settings for AA modifiable in blueprints?
I’ve changed to Nomipmaps and all the settings from the drop down from MirrrorRenderTarget Editor but I couldn’t find the No mipmaps setting on mesh editor.
2)I’ve tried turn the LOD Setting to HighDetail & set Lightmap Resolution to 1024 on the Static Mesh Editor.
Changed LOD to Details on MirrorRenderTarget.
Rotate the Glass Door and put near to the car since both chrome materials are the SAME, but the chrome materials on the car still looks the same with low AA. Why these can be happened? Maybe it’s not because of the materials causing it but the car itself causing it.
Here is the setting I copied and pasted from my DefaultEngine.ini:
[/Script/Engine.RendererSettings]
r.GenerateMeshDistanceFields=True
r.DefaultFeature.AntiAliasing=2
r.TemporalAA.Upsampling=True
If anyone who knows this weird issue, please help here since I’ve tried so many ways to fix it but still failed! Thanks in advance!
Primitive Render Mode is set to “Render Scene Primitives (Legacy)” (try a different mode because this is a legacy mode and may be processing the AA differently and with lower quality than another mode…test it by itself first, without changing anything else)
Enable “Capture Every Frame” and disable “Capture Movement”
Disable “Include Actor for HLOD Mesh Generation” (do it separately from the other changes, so test the previous changes first)
In the MirrorRenderTarget editor, the Imported Size (2048 x 2048) is different from the Displayed Size (4096 x 2048). Is it possible to re-import at the same size as displayed size? It could be a source of skewing pixels for the render target image, thus causing such horrible aliasing.
Instead of selecting NoMips, select “From TextureGroup”, and then below the setting for that, select a different Texture Group than RenderTarget. If it doesn’t work, select RenderTarget again as TextureGroup, then select “Leave Existing Mips” in Mip Gen Settings.
You changed Min Lightmap Resolution, when what needs to be changed is actual Lightmap Resolution. It’s further down in the mesh editor settings, and needs to be the same or higher than Min Lightmap Resolution. Min LR is the lowest LR that’d be applied, but isn’t the actual LR applied in all cases (such as for LOD levels). Simply ensure that Min LR is lower than actual LR (whether in the mesh editor, or in the object’s details panel setting which is called Override). It should be alright at 256 or 512, with Min LR set at 128 or 256.
Try those things and see how it goes. It’s a process of elimination approach in a way, so try each separately, and if it doesn’t work, change back to what it was and try the next potential fix. After they’re all tried separately, then try in combination. A more experienced and knowledgeable person may chime in and know exactly what to do, but until then I suggest trying those.
Hi Presto, thanks for all your suggestions, I’ve tested all and can’t really see significant changes after applied it. I’ve tried to removed all the LOD just remain LOD 0 on the car and export to 3dsMax then re-import back to UE4 as usual. The problem is still occurred the same. Then I think the chrome part may be too thin that causing the issue, therefore I’ve changed the chrome to black glossy material that fixed the AA issue.
It doesn’t look completely fixed…or close enough to it. Is the scene ray tracing enabled? If so, what are the settings (in Post Process Volume)? If not, what are the directional and skylight settings?