I have problem with both TAA as well as MB causing very odd noisy aliasing on parts of skeletal mesh that do not move relative to the world.
I have a tank vehicle as a single skeletal mesh with turret being animated as a bone of this skeletal mesh. Turret is following the direction of the mouse cursor, here’s a blueprint:
Now, whenever I turn the tank around and keep the turret static, I get this really weird noisy aliasing. Part of it seems to be caused by TAA and other part by MB, because:
TAA+MB = noisy aliasing
TAA without MB = noisy aliasing
FXAA without MB = fine, no issues
FXAA+MB = noisy aliasing
I have created a video here:
I will be extremely thankful to anyone who can help me. I am thinking, perhaps, if the tank and the turret were a separate static meshes, instead of one skeletal mesh, could that help? Or can the way I am rotating the turret in the blueprint influence this?
If necessary, I am willing to give up MB for my game, although I won’t be happy about that. I don’t want to give up TAA though.
Thank you very much in advance.