# Foliage has a Shadow noise/grain - How to fix it?

**URL:** <https://forums.unrealengine.com/t/foliage-has-a-shadow-noise-grain-how-to-fix-it/727330>\
**Category:** Rendering\
**Tags:** noise, unreal-engine, Anti-Aliasing, Foliage, ambient-occlusion, Nanite, question\
**Created:** [December 13, 2022, 12:28pm UTC](https://forums.unrealengine.com/t/foliage-has-a-shadow-noise-grain-how-to-fix-it/727330 "2022-12-13T12:28:13Z")\
**Posts on this page:** 1\
**Showing post:** 33

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**Author:** ![MostHost\_LA](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mosthost_la/32/907035_2.png) [@MostHost\_LA](https://forums.unrealengine.com/u/MostHost_LA)\
**Post date:** [December 19, 2022, 9:55pm UTC](https://forums.unrealengine.com/t/foliage-has-a-shadow-noise-grain-how-to-fix-it/727330/33 "2022-12-19T21:55:04Z")

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First of. there’s been some apparent change in WPO.  
Change your material to use a different pivot/origin, as using Object Position is no longer valid apparently.

Second. Yes you probably are missing something with the setting.  
Let me see if I can find the thread.  
Here, try this

> [@WPO issue in UE 5.0 on all materials, severe smear/dither](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/17):
>
> Hi all, I can report that this issue is being tracked internally at Epic. As has already been mentioned, the workarounds are to either set the geometry to non-static, or set “Velocity Pass” to “Write during base pass”. “Write during depth pass”, the default in UE5, is believed to be more efficient for most scenes, but the “base pass” setting should be fine to use as well. Probably worth doing a performance comparison if you switch. In the future there will be some scenarios that require the “de…

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