Flickering 3D Imposter Sprites

I’ve been testing 3D Imposter sprites in 4.7.3 following this guide:
https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/RenderToTextureTools/3/index.html

It’s working well, except when the camera is far from the actor, the texture starts flickering and popping in and out of view.

Here’s what it looks like:

I’m using the S_1_Unit_Plane mesh, this is my material:

Am I doing something wrong or is this a bug?

1 Like

Does this occur in a clean project with no additional content or is it limited to one project?

I have tried in a clean first person template, and got the same result. This is 4.7.3 binary

I’ve just found now that increasing the Bounds Scale on the mesh with the sprite material fixes this problem. I set it to around 50 and it no longer flickers when seen from distance.

2 Likes

Hey, im having the same issue, i still dont know how to solve it, but i can tell you that making the bounds that big is going to make that all the imposter be always rendered even when they are out of camera.

1 Like

This also occurs using ImpostorBaker; the reason in that case being that the magic generated impostor geometry can end up with no positive bound in Z

image

Which likely causes some view culling issues. To fix, specify some manual bounds extensions in General Settings on the impostor static mesh

image

… which will cure the flicker without causing huge bound expansion. Turn on Show → Advanced → Bounds to see how the impostor mesh behaves in the scene

image

1 Like