Hello Guys,
I`m working on a project of 3d animation based on Unreal Engine 5 with an post apo world like the Last Of Us ( No video game ) with the tool Brushify
TSR ON : Distance Foliage are perfect but in a close view the grass is blurry
TSR OFF ( or any other filter ) Distance flickering of foliage and the grass is OK ( but far from the grass of the last of us )
Thanks for your help
Arkiras
(Arkiras)
June 2, 2022, 9:01pm
2
Is the grass set to moveable? 5.0 has an issue where static meshes will not output velocity, resulting in intense smearing if you try to animate these meshes with WPO.
thanks for the information
LongNameOAO
(LongNameOAO)
September 26, 2022, 11:18pm
4
This is Brushify pack I guess? I personally can’t figure out a way to set all grass meshes to movable.
My trick would be TSR + Use ‘Write during base pass’ for Velocity Pass (under rendering setting). Credit to: WPO issue in UE 5.0 on all materials, severe smear/dither - #10 by flankey
It is a hard fix but good news is that dev team is internally tracking this issue and let’s hope it gets fixed in next version.
GarfSnacks
(GarfSnacks)
October 1, 2022, 10:49pm
5
Any other tricks you might know to get this to work with procedural grass? Or will we just have to wait until they fix it
Renanmgs
(Renanmgs)
December 20, 2022, 1:52am
6
Any news on this? having the same problem as i describe here, it is already “Write during base pass”.
I am trying to render some Nanite foliage btue the TSR is giveing me a lot of grain/noise in the foliage shadows. If you focus in the trees and grass you can see them clearly.
What to do? what is the definitive solution for a crisp and clear render for a Virtual Produciton/InCamera VFX live recording?
Seems like the same problem with HISM-s, even if it’s not foliage… it’s UE5.1.1 and “Velocity Pass” to “Write during base pass” has no effect on it.
Actually, I was fighting with it too today and narrowed down to TSR causing Instanced Static Meshes smear…
I have no solution other than not to use ISMs or TSR, but this is a basic blueprint with:
1x Static Mesh
1x Instanced Static Mesh with one instance
1x Hierarhical Instanced Static Mesh with one instance
The only mesh not smearing is the normal Static Mesh… If I switch to any other AA method, all looks good. No problem in the editor and no problem if there is no rotation, so probably it’…
DEV7591
(DEV7591)
May 26, 2023, 1:18pm
8
Epic doesn’t really give a ■■■■, right?
jagonet09
(jagonet09)
June 2, 2023, 10:03pm
9
So apparently this effect is not present when you use the camera instead the viewport .
TheKJ
(TheKJ)
June 5, 2023, 1:29am
10
TSR cannot handle foliage yet. Even when you turn on output velocity on the foliage material, it will still ghost maybe because you don’t have a high enough resolution(TSR feed) or have enough frames per second (TSR 1spp) .
Read this below
Make sure you are outputting velocity in the foliage material parameters. Note: turning this on will not help the smearing with TSR is on. Turn on FXAA or TAA with these Cvars
r.AntiAliasingQuality=3 -make sure you put that first to stop ghosting.
r.TemporalAACurrentFrameWeight=0.3
r.TemporalAASamples=2
r.TemporalAA.Algorithm=0 (UE4’s secret TSR prototype)
Because you have a heavy foliage scene, I suggest you switch to TAA from TSR instead Project settings>AntiAliasingMethod
Because TAA WILL ACTUALLY take into account of “output velocity” in foliage material.
At 4k leave the TemporalAA Cvars on the default and use “r.Tonemapper.Sharpen .5” This is what was used with Lumen in the Land of Nanite(which was at 4k)
itaklink
(italink)
August 30, 2024, 8:36am
11
r.Velocity.ForceOutput 1
r.VelocityOutputPass 1