Grass foliage issue

Hello,I’ve been noticing some issues with my grass foliages during my day-night cycle

this is what it looks like during the day which works for my stylized game

as soon as there is less light(due to moving the “sun” component it starts looking like this which isnt really ideal

at night it also gets slightly blurry which can get distracting for the player

at dawn before the sun fully sets it looks like this

How can i fix this?I am using Unreal Engine 5.2
Any help is appreciated!

Material Parameter Collections

Hello and thank you for your reply,do i have to use material parameters?to me this looked more like a lighting issue

The issue is there’s less light, so you need to adjust your grass material to look better at the different lighting levels.

Duplicate the material instance you are currently using. Place a static mesh version of the grass in the level and tweak the MI at each stage to know what you need. Then use MPC to make those adjusts as needed for all the grass.

Wrong.

The issue is the engine sucks.

You have light under the map which is lighthing up the grass mesh because the mesh penetrates the landscape.

So to fix you need to add a light blocking box under the landscape.
Make it 10m tall at least. But make sure it has no collision as you don’t want players to mesh into the floor as they can easily do with this engine and “cheat” by camping under the map.

Also, dont focus on just the grass unless all your ambience is literally “just grass”. Put other objects in the scene you bench - you need to anyway to see how shadows are getting handled by the grass and what not.

Hello and thanks for the reply!Hmmm this does seem to fix the blur happening at “night time” but still under some sunlight it looks close to this :

My trees also have that issue but its much less noticable
Maybe its an issue on the grass material or the light blocking cube i created?

specular at 0 is definitely a problem.

Foliage works with subsurface. look up how it works - make sure the shader is set up in the correct material domain for it.

usually, never set specular to 0

i set specular to 0.1 because i would get weird results with higher values,the main issue now however is that the blur i was seeing returned.

I mainly would like to achieve something stylized if possible like Genshin Impact or Legend Of Zelda BOTW or maybe Wuthering Waves that used Unreal Engine as well

The blur as you put it, is probably a TAA plus Mip issue.

If your grass mesh has transparency, just bump the mip values up a bit to prevent the blur.

Motion on the grass will taa smear. That’s just the engine.

Hi, it seems all the answer aren’t exactly what you’re looking for since your material is, well, very basic. Here’s a video that will explain your issue exactly in under 15mins, have a look and make sure to check out his other videos to set up your grass. Its most likely due to your normal facing, which will be explained in more detailed in the video which comes with a bonus of visually understanding why that is.

https://www.youtube.com/watch?v=U94pwpZQsRY

Thanks,i did have to experiment with it until it was right but this seems to work

1 Like