Has anyone seen this before? I’m getting some green blotches at the start of some of my renders. I don’t see it playing the sequencer, but I do see it when rendering. It seemed to disappear if I change my fog type to Volumetric=false, but now it’s always appearing.
Have a look at this (note I’ve turned all my lighting off except for the fog):
There is only one item in the level that has this green (R=0, B=0, G=1) and that is a point light inside a blueprint attached to an actor. In the above screenies, the actor has been hidden, and the inside the blue print, I’ve actually set the point light to Affects World=False, Visible=False.
Each shot that uses a camera that is attached to the main actor has this green stuff at the start of the shot
Each camera that is not attached to this actor (i.e., is not attached to anything) has no green stuff at the start of the shot
I suppose a work around is to detach the camera from the actor if a solution can’t be found, but that would change the shots to an undesirable outcome.
Not sure if it’s related, but I have noticed that random static meshes somehow have their physics settings updated. The message will be something like:
StaticMeshActor_139 /Game/Base.Base.PersistentLevel.StaticMeshActor_139: Static object with bSimulatePhysics set to true
I don’t change these values, something else is doing it. I’ll switch off the associated physics values but sometimes they don’t seem to save. Sometimes I also see a message about SkyAtmosphere.ArrowComponent having bSimulatePhysics set to true and I don’t really know what to do about that.
Since I first posted, a few things have happened, the most important being:
5.1 released
Drivers updated
I’ve finished my project (link below) but I am in the process of re-rendering it. I’ll post a video of the green stuff if it crops up again; the recent updates may have fixed this issue.
Hey there! I thought I’d jump in because I’ve been dealing with this in 5.0.3, and due to circumstance, I couldn’t upgrade to 5.1, so I’ve been fighting this issue for a while. I figured if anyone is having a similar issues / couldn’t upgrade and find a solutions - I have spent the last day troubleshooting and found the solution to my situation.
For me, it ended up being how Lumen GI deals with the Expo Volumetric fog. It’s interesting because I’ve run across this in a specific scene that is very dark, but not ran into this in others. My solution was to switch to Standard Raytracing GI as opposed to Lumen, and the green fog went away immediately. You have to finagle the settings and make sure you go back and get your shadows working properly, but Lumen GI was causing this on my end, and switching was the solution.
Thanks so much for your reply, and my apologies for not seeing it earlier.
My work around ended up being rendering a bunch of throw away frames to allow the greeness to ‘settle’ out of the scene. Very weird, and (thankfully) I haven’t seen it since.