Hi all,Greeting of the day,i have an issue about render setting,i setup an test project on UE 4.25.1 in viewport its look great but when i render it out its looks very noisey any grainy,please help me fix the issue i use TAA & FXAA both have the same problem,check the links blow,thanks,
In the directional light, just above “Force Cached Shadows…”, there’s the setting “Dynamic Indirect Lighting”. Disable it, as it’s for injecting light into the Light Propagation Volume. The light propagation volume has to be enabled in the config file it’s in, outside of the application, so unless you have a massive scale LPV…it’s not necessary to enable that setting.
The one thing I noticed is the flickering / flashing (noise) occurs within a certain range of the camera, and close to the camera. The CSM settings have a distance coverage of 20,000, and the video shows flickering within that distance from the camera. Try increasing the distance for CSM cascades to 100,000, and see if it results in flickering further from the camera. That’d be one way to isolate that as the cause, or a part of the cause. Another thing is LOD levels. If there’s no LODs for the grass, then it’s using the highest resolution MipMap for all of it, which could be an extreme load on the available memory and processing for that aspect of the scene. I don’t know if it would cause flickering, but it’s possible if memory is running out.
Yeah, that’d be alright. I have plenty of time to check it out. There were a few other things I was going to suggest. I’ll suggest them so it’s easier to discuss if I find a solution while checking the scene and trying things.
Reduce DistanceField Trace DIstance (this setting is to ensure huge meshes have their shadows completely drawn, or for extended shadows like in low-angle sun conditions to get fully rendered). 100,000 is enormous and would be for a mountain’s shadow. Not even Godzilla’s shadow is 1 kilometer long! lol
I’m not sure what the project is for, but a far shadow distance of 800,000 sounds too large. I’d think the camera is rarely viewing the scene at a far distance of 8 km (800,000 cm / 100 cm = 8,000 m = 8 km…based on 1 Unreal unit = 1 cm). Perhaps 200,000 at the most. If it’s rendering the shadows at 8 km in the distance, then it is probably causing a performance hit or using up a ton of memory.
Adjust (on directional light) the Shadow Bias and Shadow Slope Bias. These settings, afaik, affect where a shadow starts from its shadow-casting object and somewhat how it looks. Slope Bias for shadows is meant to fix problems on vertical, curved, and angled surfaces. So grass fits that description, and might be drastically affected by the Slope Bias setting if it’s wrong or off.
Post a link to the download of the scene file / project file, and I’ll open it in 4.25. I have to download and install 4.25 (currently using 4.24.2), but I was going to do it soon. It is possible it’s a bug in 4.25, but that’s still being looked into for fixing similar issues by others in the forum.
Tried it, and running as administrator, and crashed after 95%. I think the project’s files are too much to load into memory for my computer, or I don’t have them in the right location. Perhaps a different user can help.