Dynamic Meshes doesn´t move when Rendering with Path-Tracing

Im rendering a sequence in Movie Render Queue with Path Tracing a couple of trees with Wind. But they don´t move in the render. In the Documentation says:

Limitations of the Path Tracer:
Dynamic Scene Elements
The Path Tracer works by having the renderer accumulate samples over time. This is ideal for static scenes and less so for dynamic scenes that include elements such as moving lights, animated skinned meshes, and visual effects. These types of elements do not invalidate path tracing in the editor and appear as blurred, or streaking artifacts in the frame. This only appears when working in the editor and is remedied by using the Movie Render Queue to render out final elements.

Still when Im rendering my frames the trees are frozen

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Same here :frowning:

In Unreal 5.1 the path tracing got better, also is working with decals

If you are using it to render a image sequence, is important that you disable the Denoiser, because will make the render flicker

imagen

for the viewport I only use 16 samples, but when I render I have to give it 1024 samples in the Anti-Aliasing options (Render Movie Queue) this will override the samples you put on your Post Process Volume Settings / Camera

I can´t render with 2048 samples or my GPU crashes

to fix flicker in your path tracing rendering change the value of Max path Exposure to 1.0

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Is there a solution which can resolve this issue in 5.2 or 5.3?