I have made a custom actor of multiple cubes essentially, and when the cubes inside the actor are very flush and I try to apply a shader to them which utilizes the SceneTexture:WorldNormal I get the artifacts highlights in Red circle when moving the camera all along the join. There is no gap even when I make the objects overlap I get the same artifacts on overlapping zone lines.
The Green arrows indicate the join of the cubes, they have been scaled to fit their purpose. They are being altered dy namically based on parameters I give the actor they are in so I can make maze maps easier.
Not only that but with Lumen enabled the materials albeit the same are different shades hence when it makes it easy to show the boundary. I probnably won’t need lumen for this level but would be nice to know why.
Sometimes I do see the same artifact in the middle of the cubes, but it all stems from the SceneTexture:WorldNormal, viewing it directly confirms it is a SceneTexture:WorldNormal issue.
-When I use Scene Depth instead to get a similar effect I don’t get this issue, however SceneTexture:WorldNormal looks so good if it were not for the red circled artifacts.
-AA off or on doesn’t matter for this artifact either.
I think we’d need more details about this shader using world normals to have a chance at guessing. If you can show the material itself, as well as the normal buffer itself we can try to reproduce it if it doesn’t reveal the issue. I can’t think of any obvious reason you’d be getting that artifact given what information we have.
You said there are two overlapping cubes for wall, right? That must be the corner of the other cube. The normal color indicates it is facing the same way as the back wall.
Unfortunately I have no idea why it would be showing up through the other wall. One possible fix is the use wall segments that don’t have surfaces on the edges that aren’t visible.
I started to re model my entire scene with faces removed to see if it helps, it does indeed so long as I overlap by a few units. Thank you for the suggestion, luckily I am using World Alinged textures or I would have a z fight on my hands
I have 100s of segments which can all be altered to create an almost seemless world.