Hey peeps
Anyone know what’s causing these white outlines on my render? I’ve tried with alpha rendering turned on and off with the same result. Not sure what’s causing it. Any advice would rock.
Hey peeps
Anyone know what’s causing these white outlines on my render? I’ve tried with alpha rendering turned on and off with the same result. Not sure what’s causing it. Any advice would rock.
Can you give some more information?
Is that a screenshot from unreal?
Is that a render with a background composited behind? (you mentioned alpha channel)
What scalability settings? How are you rendering if it’s a render?
Rendering in CINEMATIC OVERRIDE. That’s a standard sun and sky setup.
The frame you’re looking at is a rendered frame. An enlarged version is attached.
It seems to only happen with tree leaves. I’ve tried playing with the alphas on the leaf textures to no avail. The trees were from a FAB library. I would imagine they would’ve been test rendered by the creator.
For the record, my viewport looks completely clean. This only happens during render,
EXR renders are 3x worse than this
Appreciate any help.
Thanks!
Sorry
For renders I’ve tried png, jpg and exr.
Hello there @macmommasman1!
From your screenshot, this looks like an Anti-aliasing issue, you can test changing your project’s AA method to MSAA, from Project Settings:
If that one doesn’t work, try the other available methods. Hope this helps!
Don’t assume anything was quality checked on FAB. Definitely not the case.
It does look a bit like an alpha interpretation issue. If you were rendering with an alpha and plopping over a new background, my first guess is changing the alpha interpolation to Straight instead of Premultiplied. I don’t know enough about how UE interprets alpha channels to know what will be happening there
I might look at the actual texture file for the leaves. If there’s any white in there at the edges of the “leaf” part, I’d paint it the same color of the leaves.
You could also check the AA settings in your render and overcrank them. Do an AA override setting to MSAA and up the samples in each category some more.
Hey brs
The MSAA option is not selectable. All others are. If you select MSAA it defaults to “None”
Is there another setting somewhere that’s overriding that?
Appreciate the help
In the render settings for the movie sequence renderer
Add an Anti Aliasing node, then you can override it.
In the project settings, you can’t select MSAA unless it’s forward rendering
alternatively to overriding as MSAA, in the render settings you can just set the temporal samples really high (like 16) and just check “override”
Check this out:
Not totally convinced it’s not an alpha channel issue in the textures themselves but worth checking this as well.