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Artifacts when moving camera

I’ve tried removing post processing effects, adjusting shutter speeds, adjusting exposure, etc, but I can’t seem to get rid of this artifact. Not sure what is causing it. I doubt it has to do with the cinecamera I’m using, but who knows. The effect itself seems to be doing a long exposure capture.

Okay, figured out what was causing it. Turns out speeding up the skylight while it updates things in the environment creates this effect. Even though I now know the cause, I would still like some insight on how to come to some kind of a compromise between the two, if possible.

I suspect it has to do with the way UE renders the volumetric stuff. In general, work is distributed across multiple frames. Since it is not feasible to keep track of all changes along the rays it blends it somewhat blindly, which works if light and clouds remain static or move slowly. You can try to disable the temporal integration to see if this is causing it. You need to disable TemporalAA, possibly temporal accumulation for GI/refl etc and the relevant settings for volumetrics like:
r.VolumetricCloud.ShadowMap.TemporalFiltering.LightRotationCutHistory
r.VolumetricCloud.ShadowMap.TemporalFiltering.NewFrameWeight 1
r.VolumetricFog.HistoryWeight 1