How can we reduce noise in the foliages? It’s weird & I tried switching to TSR & changing the shader material type to Opaque - Still the same issue. This happens for all foliage like paddy grass, palm trees etc
Unreal Engine 5.4.2
Unreal Engine 5.4.2
If you’re using nanite foliage and have the leaves modeled out individually, any fine detail, aggregate disconnected geometry will flicker like this, because nanite can’t reduce the complexity of the mesh wtihout losing volume, effectively being forced to render out more than 1 triangle per pixel. The constant computation of what to cut and what to keep causes this flickering. It’s less apparent the more pixel you push but obviously that’s not a solution.
You can check if it’s a nanite thing with the cvar r.Nanite.MaxPixelsPerEdge, usually it’s at 1 meaning 1 triangle per pixel, increasing it to something higher will make it be more aggressive in cutting out the triangles. For me the flickering disappears at around 4-5. Whilst this may work for foliage, it’s horrible for anything else like walls, rocks etc as you’ll have noticeable pop ins from the lod clusters changes.
It might also be a lumen thing, where again you’ll have to trade more performance for less noise. Increasing the final gather amount in lumen settings in a post process volume or using the downsample factor cvar at lower values like 16 or 8 can alleviate the noise.
I haven’t yet found a practical solution for this without tanking the performance sadly.