There was a large problems materials when rendering in version 4.11 so good, but when I created a new project in taky 4.12 I saw a bug , can someone know the solution is the problem ? Attached screenshots from version 4.11 and 4.12 , tested on different computers the result is ! Please help …
Try opening up the static mesh asset and do the following:
- Go to LOD0
- Go into the ‘Build Settings’ drop-down
- Check ‘Use High Precision Tangent Encoding’ (or something like that).
They changed the way normals can be encoded in 4.12, they might have dropped the default. The Clearcoat shader has also changed quite dramatically, I would suggest watching this stream if you haven’t seen it yet: McLaren Car Configurator Rendering Techniques | Feature Highlight | Unreal Engine - YouTube
Also, you’ll need to go to Project Settings -> Rendering -> Optimizations -> GBuffer Format and set it to ‘High Precision Normals’.
If you’re using two normals for Clearcoat, you also need to go to Project Settings -> Rendering -> Materials -> Clear Coat Enable Second Normal.
Also, you’ll need to go to Project Settings -> Rendering -> Optimizations -> GBuffer Format and set it to ‘High Precision Normals’. Working! Thanks!
It’d be nice if “High Precision Normals” would be the standard setting for desktop projects since it now breaks “silently” the look of all projects created in 4.11 and prior.