Hi ,
Experiencing pink/white rim artifacts on a 14K Metahuman render with Lumen. The artifacts vanish only when disabling “Dynamic Global Illumination and Reflections” in Project Settings, which is not viable for the final render.
Attempted fixes (failed):
- Increased MH render quality & Lumen Scene detail.
r.Lumen.HardwareRayTracing 0
- Lumen Reflections resolution at 256.
Need a solution to eliminate these edge artifacts while preserving Lumen’s GI and reflections. Project deadline is tight.
Appreciate any insights.
Thanks in advance.
Hello,
We have a few questions to help diagnose this problem further.
Do the artefacts appear on other types of mesh, or is it specifically the MetaHuman? If you put the materials from the MetaHuman on a different, regular static or skeletal mesh does the problem still appear? And is this visible at lower resolutions?
In addition to the above, it would be great if you could also provide a small repro project. Failing that, an image showing the artefacts and a DumpGPU.
Hi Mark,
I wanted to share an update on the pink/colored dot artifact issue we were seeing around MetaHuman characters during rendering.
After testing several settings, I found that disabling both of the following options resolves the issue:
- Project Settings > Composite with Translucency – Set to “Off”
- Project Settings > Substrate Translucent Material Rough Refraction – Set to “Off”
With these changes, renders now complete cleanly without any visible pink or colored artifacts around the characters.
One note: The issue appears to be specifically tied to scenes containing VDB clouds. For reference, I noticed that Epic has addressed a similar compositing artifact in Unreal Engine 5.7.1 (under tracking item UE-354049: “Heterogeneous Volumes: Compositing artifacts under play mode when ‘Composites with Translucency’ is enabled”).
Thank you for your time and support as we worked through this.
Best regards,
Manikandan.R