Hello, I’m trying to use path tracer but when I turn it on, some of my megascan assets are rendering black. The weird thing is, I have many copies of the same asset all over my map, but only some are affected, it seems to be random…
PT
Lumen
Hello, I’m trying to use path tracer but when I turn it on, some of my megascan assets are rendering black. The weird thing is, I have many copies of the same asset all over my map, but only some are affected, it seems to be random…
PT
Lumen
I am having the very same issue… Have you found a solution to this by any chance, @YosiSK ?
I had a very similar issue, but with Megascans assemblies. It turned out that, for some reason, they had a negative scale transformation applied to some of the instanced meshes, causing mirroring. To explain, if you apply a negative scale to an actor (e.g., using -1 on the X-axis), it mirrors along that axis. This mirroring can result in inverted normals when using path tracing, at least within the Assemblies. Unfortunately, the Assemblies seemed to ‘forget’ about this operation; in fact, from the transformation tab, the scale still showed as 1,1,1. In my case, it was on the X-axis, so I solved it by manually setting the X transformation back to 1 (typing 1 again) and removing the 180-degree rotation on the X-axis (in my case).
follow this steps:
open your assembly
find which meshes is being rendered black (Isolate it by hiding them one by one.
once you found it, go to the details panel, instances tab. You should probably have a rotation somewhere of almost 180°, probably this is it. In my case it was the X axis.
type 1 on the corresponding scale axis, and put back to 0 the rotation otherwise the meshes will be upside down.
Thank you I will try looking into it. BTW I recently tried using PT again and strange thing is that using MRQ and Path-traced render the black objects disappeared, they only appear in 3D view.
Ok update on the situation, I’ve just found out that the reason it renders ok is because I use command r.RayTracing.Nanite.Mode 1 that is used for rendering Nanite geometry when using ray tracing.
thanks a lot ,it wokr!!!
Although this method is effective, I have a problem. When I use path tracing to render the “Electric Dreams Env” scene, I find that some assets of the level instance blueprint appear black. Even if I turn off the nanite of the static model, it still cannot be solved. When I render the static model in the scene alone, it will not turn black. So I think this problem is partly related to the level instance blueprint. I encountered the same problem when testing the assets of “Uscans Workshop 01” before.
虽然这个方法有效,但我有一点太理解,当我路径路径追踪渲染Electric Dreams Env 的场景时,发现有部分关卡实例蓝图的资产会出现黑色,就算我关闭了静态模型的nanite,还是无法解决,而单独将静态模型放到场景里渲染,不会变成黑色,所以我觉得这个问题,有部分原因是跟关卡实例蓝图有关。之前测试Uscans Workshop 01 的资产也遇到同样的问题。