Highlights are Pixilated

Hi Everyone,

i have a problem in one of my Projects in wich the highlights are quiet pixeled, so i did a quick test with a blank projekt in 12.3.

6c1f0c1d42ce92c52ef5e304ccac281f9b4f2810.jpeg

I also uploaded the Scene:
Download Scene: PixelatedHighlight

How can i get smoother highlights when i get closer to an Object ?

Cheers
Dominic

Use High Precision Tangent Basis, can be found in the Build Settings section of the Static Mesh editor. It’s only in version 12 or newer.

Thanks for the Quick Reply but it didnt changed Highlight:
SphereHighlight_01.JPG

Still the same… i tickt the Use High Precision Tagent Basis, saved restarted and Build the project …

Are you using a sphere model created externally?

Make sure to smooth the mesh and triangulate it

https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/BestPractices/

(You can test if this is the issue by using the builtin sphere)

I think there’s also a setting for High Precision GBuffer Normal Encoding in the project settings, just check the settings for anything normal or tangent related in the rendering section.

yes the GBuffer Precition it was ! Thank You !

SphereHighlight_02.JPG

Solution: go to Project Settings -> Rendering -> GBuffer Format and change it to High Precision Normals

For anyone with these issues in the future, here’s the wiki article for it Reflection Environment | Unreal Engine Documentation