If I understand correctly, Temporal AA in Unreal relies on having accurate per-pixel motion vectors is that right? Or is it based entirely on movement on-screen?
if so, is there anyway I can set those motion vectors manually? The problem I have is that our custom movement component updates the position of the object, but doesn’t give it any velocity, therefore I’m getting a fair bit of jittering around the edges of the objects.
Try this:
New: Motion Blur and Anti-aliasing for Vertex Animation Materials
Materials that animate vertices using World Position Offset can now output accurate motion vectors. The motion vectors allow per-pixel motion blur from the procedural animation. Additionally Temporal Anti-Aliasing and Distance Field Ambient Occlusion can correctly reproject to prevent undesirable blurring.
Visualization of per-pixel velocities from a tree animated with World Position Offset.
Try this:
New: Motion Blur and Anti-aliasing for Vertex Animation Materials
Materials that animate vertices using World Position Offset can now output accurate motion vectors. The motion vectors allow per-pixel motion blur from the procedural animation. Additionally Temporal Anti-Aliasing and Distance Field Ambient Occlusion can correctly reproject to prevent undesirable blurring.
Visualization of per-pixel velocities from a tree animated with World Position Offset.
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Is there any example of ‘Materials that animate vertices using World Position Offset’. I have never seen this approach.
Try this:
New: Motion Blur and Anti-aliasing for Vertex Animation Materials
Materials that animate vertices using World Position Offset can now output accurate motion vectors. The motion vectors allow per-pixel motion blur from the procedural animation. Additionally Temporal Anti-Aliasing and Distance Field Ambient Occlusion can correctly reproject to prevent undesirable blurring.
Visualization of per-pixel velocities from a tree animated with World Position Offset.