I am trying to make a non-tiling ocean, which primarily are shown from a medium/far distance, atleast never really closeup. I should mention that I am a newbie at making Unreal materials.
The problem is that these material functions, PreoarePerturbNormalHQ/PerturbNormalHQ is making the ocean very grainy. Also when zooming a little bit in on it, strange lines that looks like artifacts appear.
Though I don’t have a problem with the panning of the noise. The material is still grainy/pixelated even with no animation, and also the animated noise looks clean when testing it as albedo, or using different normal methods (like NormalFromFunction).
I have been playing a bit with NormalFromFunction instead of PerturbNormal, but I have not been able to make anything close to the “Ocean look” which I got from the PerturbNormal. I am sure it is possible, I just don’t have the skills yet.