I’m having an issue with a project I’m working on where any moving foliage has significant ghosting issues. I’ve migrated all the same materials/meshes to another project on the same version (5.4.3) and they look fine so there must be some setting that I have checked on that is making the foliage seem much blurrier. I checked but I couldn’t find any settings that is out of the ordinary.
Edit* I deleted and reuploaded the folder that contains my foliage into my project and it fixed the issue, UNTIL I opened a different level. Opening a different level for some reason makes all moving foliage blurry globally for all levels (including the level where the foliage looks fine). I’m not sure how opening a level can somehow effect the anti-aliasing of the whole project.
Here’s how the foliage looks when first booting up the project, on the default map:
Try increasing the Temporal Anti-Aliasing (TAA) sample count in Project Settings under Engine > Rendering > Anti-Aliasing. Also, reduce the motion blur amount or turn it off entirely in the settings. And, lower the wind intensity for your foliage materials to minimize those rapid movements that cause ghosting. These tweaks should help clear up the ghosting effect.
TAA works better, but not great as I’m still getting a fairly bad ghosting effect even with it on. I guess my main issue if the fact the grass looks good in other projects with little to no ghosting but not in this one, even with all the same materials/project settings.
I’ve been trying to find this but am not sure what people are referencing for the motion vector output. I know of the “Output Depth and Velocity” option in my material, which does fix the issue. Problem is it requires the material to use the translucent blend mode and ideally I would like to used masked.
Is there a similar option for masked, and/or a different setting I could check on that I am missing?
i’m not aware of an option or accurate visualizer. i have not done much foliage testing yet.
i may have to dig in the engine shaders and build a test case. i know when texels are clipped they should not write velocity at the pixel. not sure, right now, if they do. that would be “motion ghosting”.
In the project settings there is an option for if vertex deformation of static objects is output to velocity. I believe the default setting is “auto” but changing it to On will force opaque meshes to output their WPO deformation velocities.
Thanks for letting me know, I turned it on, looks better but not great unfortunately. I was expecting it to act similarly to the “Output Depth and Velocity” option in the material but it didn’t do nearly as much to removing the blurriness.