I’ve been looking for a way to limit the on screen colors to a certain color palette (like they had in old retro games).
Using the LUT alone does not work, since it does not effectively limited the number of colors on screen. So I’ve tried color quantization using a post processing material, the blueprint for it looks like this:
Sadly this causes rendering issues, namely, making parts of the screen flicker:
Please note that I’m using another post processing material in the gif, that lowers the rendering resolution, however, it does not cause the flickering, it just makes it more visible. The flickering persists, regardless of any other settings or actors in the scene.
If anybody has an idea how to either fix this flickering issue or what other technique could be used to archive a limited color palette, help would be much appreciated.
Thanks for your advice.
I’ve tried it out and while it does seem to affect the flickering a bit, it’s sadly not much more than a drop in the ocean. Any other idea what might be causing this?
My next guess would be that its caused by other features in the engine that rely on using temporal noise; I don’t know all of them but off the top of my head I think these ones do:
Lumen
Volumetric Fog
Volumetric Clouds
Sky Atmosphere system
Plus any material where you are using randomness in the DitherTemporalAA node.
I think your best course of action would be to disable Lumen (if you’re using it) and then set up a simple scene with just a couple of lights and see if you experience the same flickering effect. If it works okay then at the very least that will narrow it down to specific engine features.