I have a widget component rendering a widget. I then take its render target and shoved it into a texture parameter of an MID to attach it to the steering wheel mesh. Since TSR / TAA is enabled, when the number changes it looks very smearing / blurry.
Setting the material to translucent and set the translucent pass to After Motion Blur solves the problem, but when I turn the steering wheel the texture renders on top of the driver’s hand, which is not ideal.
Is there any other way that I can make it ignore anti aliasing without making it render on top of other things?
You can depth test it yourself in the material by comparing the pixel depth to the scene depth and using that to determine if the surface is occluded, and set the occluded pixels opacity to 0.
But if you’re in 5.7, you should not be fixing this by disabling depth testing. You should look at the new material nodes specifically built to resolve with this issue: https://www.youtube.com/watch?v=KYmd_LNlw2c&t=879s
Thanks man, using the Temporal Responsiveness material node did it for me!
Heyy! I’m having the same issue, but that neither Temporal Responsiveness nor MotionVectorWorldOffset do anything at all for me. I tried with translucent, opaque and masked materials (I’m using a copy of the Widget3DPassThrough mat that comes with the engine with several instances changing some stuff). @TreeMan9102 Could you share your material setup so I can take a look and compare it with mine? Thank you in advance!!
edit: digging a bit in the post of the material features ( Materials - New Features & Updates in Unreal Engine 5.7 | Knowledge base ) I found out this:
In addition to the TR node placed in the material, a console variable is required to enable this node. Apply r.Velocity.TemporalResponsiveness.Supported=1 to the BaseWindowsEngine.ini (in the /Script/Engine.Renderer section), or the ConsoleVariables.ini file. If you’re using a version of the engine prior to 5.7.1, you’ll next need to use the recompileshaders all console command in the open project. From there, the TR node should work as expected.
However, I get the jittering that they talk about in the video and in the article… But I can’t get to see what they did in the article about the custom hsls code and some other nodes to make it not jittery… If anybody knows how to fix it please let me know ![]()
With that it worked just fine, if anybody was wondering like me ![]()
