Crowd variation shader for Vertex animated Texture

Hi Team,

We are writing to report a critical issue regarding texture variation in our vertex-animated crowds (created using the Overcrowd plugin). The crowds are populated via Niagara particles.

We have implemented a texture variation shader using a combination of the SpeedTree Color Variation node, Lerp3Color, and PerInstance Random nodes. While this setup works correctly in mono renders, we are encountering inconsistent texture variations between the left and right eyes in stereo renders, which breaks visual coherence.

It is essential that the texture variations remain consistent across both eyes in stereo mode. We have tried several approaches but have not yet identified a solution.

Given our rapidly approaching production deadlines, we would greatly appreciate your urgent assistance in resolving this issue. Please let us know if you require any additional details from our end.

Thank you

Hi,

If you can provide an example project that displays the relevant parts of your setup and reproduces the issue, we can help debug with you.

In addition just generally more detailed information on your setup and the visual issues seen would be great.

Better to err on the side of caution and provide as much detail as possible for us to help diagnose this.

Thanks

Simon.