Incorrect Groom Physics when rendering with anti aliasing option using Movie Render Queue

Halo Hive mind,
Need help regarding custom groom rendering using movie render queue.
Basically we develop our own custom metahuman with custom groom, physics is enabled. Everything is working properly, physics collision, binding, movement and animation.

Only on big problem, we want to render the animation as a cinematic high quality render using antialiasing override in MRQ, whenever the Antialiasing option is turned on, hair physics doesn’t correct (hair tip floating like there are invisible physic body collide with it), but when AA is turned off, everything worked normally as in our viewport, but we can not get good quality render with this.

Antialiasing Override turned off:

Antialiasing Override turned on:

have tried warm up frame until 128 and any possible cvar that we know, but to no luck. hope anyone can help

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Having the exact same problem here! The only work around I’ve found is increasing temporal samples while keeping spatial samples at 1. You’ll have to increase the interations and subsamples of your Groom’s physics sim by a factor of the number of temporal samples you’ve added. If you encounter any bumpiness between frames try increasing the compression error threshold scale in your animation asset, I also turned off frame stripping for good measure.

Temporal AA cleans up your image a little bit more than no AA at all but it also creates a few new problems and adds way more time to your render, so I guess try to find a balance you’re happy with.

Ultimately, turning on spatial AA shouldn’t break Groom Sims but at least there’s something of a work around.

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Hello, could you please elaborate on this?

I tried increasing sub steps and iteration count in the groom asset, but the render still looked off. I’m using TemporalAA and tried increasing spatial sample count, leaving temporal at 1 and it gave me better results but the simulation still isn’t smooth.

I also noticed that in the groom asset in sub steps settings it says that the solver calls are done at 24 fps. Does that mean that my sequence can’t be 25 fps?

Thanks

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Do you solve this issue, somehow?
I have a Same problem.
I have a Cloth and Hair in my scene, When I add Anti aliasing, Cloth go crazy.
I already Play with settings, increase and decrease everything what is available
if I remove Motion blur, Motion is jaggy.
if I remove Anti aliasing Image quality is poor.
if I stabilize Hair, then Cloth go crazy.
if I stabilize Cloth, then Hair go crazy.
I’ve been trying to fix this issue for 7 days.
Do you find any solution?

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Same problem.

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Same problem too

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Hi!
Did you manage to fix this? If so, please, tell me how :pray::pray::pray:

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Any solutions? I render with AA and the hair stands up on end in UE4.27, 500 spatial samples and 1 temp sample

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Same problem here, the issue seems to be that the hair are simulated between each frame, getting the inertia of the metahuman movement… My character is walking and, when rendering, I can see the hair bouncing back and forth when we switch from one frame to another. Adding more render counts gives a bit more time to stabilize the groom but the result is still pretty bad, plus I lose all the movement and realism that the sim is suppose to bring.
Please somebody find a solution for this, even if it means more rendering time. As it is, it’s impossible to deliver any high quality render.
Thumbs down Epic Games

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Is it that the groom physics needs to somehow be baked in sequencer? I’m stuck on this issue too.

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i have the exact same problem. I hope someone knows the solution

I kind of solve this problem a few days back and I only have groom. No AA at all due to the way AA work against how the physical calculated.

  • Upsample the image so the AA problem basically solved by brute force. Add command r.ScreenPercentage 150 or 200. When doing 200, one final pixel are made by 4 pixel so the AA problem don’t look that bad. But the stencil layer will not work anymore.

  • Or just render higher resolution.

This might help you all:

Looks like it will be fixed in 5.1. But there is a cVar work around for now.

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How would I apply this to hair strands? I can only see a prompt for cloth. I am very new to unreal engine and don’t understand the developer part yet

I am now on 5.1.1, and i still have the same exact issue.

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So it doesn’t solve the problem with my project. It became a bit better, but I think it’s due to lowering anti-aliasing samples.

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Yes this is still a problem in UE5.1.1 I’m not sure how to fix it.

Supposedly if you set your Spatial and Temporal Sampling to the same number (start with 2, then try 4, etc) this can help?

This is a problem that Epic seems to have fixed, and it looks like it should be coming in 5.2. You can see this link here. Cause I think this issue occurs for both grooms AND cloth. But hopefully grooms are addressed too.

If you go to that link, they also suggest adding this command to your MRQ startup to fix the issue. Hope it helps!
p.ChaosCloth.UseTimeStepSmoothing 0

UPDATE:
Nevermind. This doesn’t fix the issue with grooms. Only Cloth.

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Hi,
I’m facing this bug and just build UE5.2 from github today… the bug is always here, ■■■■.
How did they render Metahumans Hairs ???