The result of render target no smooth

I made a material using uv transform, and then made a random distribution effect through render target(by using Draw Material to Render Target), but the edge of every sector is not smooth, I don’t know how to solve it



I think you just need a higher resolution render target?

You can set anti-aliasing on scene captures, but I don’t think it’s possible with a material write like this ( could be wrong ).

Thanks for your reply, I just tried to alleviate this situation by increasing the resolution of the render target, the effect is much better than before(as shown below green strip), but it still can’t achieve the effect I made with only uv transform (as shown below blue strip).


How are you doing the UV transform?

This material blueprint is where I make stripe .Then use the render target to achieve the effect of random distribution. The method is also used in blue stripes

Wow - looks like a bit of a nightmare, actually :wink:

Sorry, I didn’t quite understand what you meant, is there something wrong with the way I implemented it?

Is there something wrong with my uv transform that is causing this unsmoothness?

No, there’s nothing wrong with your implementation :slight_smile:

It’s just why do it this way? Why not just use a texture?

I am currently engaged in research work related to data visualization, which requires the ability to accurately display the position and number of stripes in a fan shape. If using textures, it is not possible to control these variables so flexibly. According to my current understanding of ue4, because I am a beginner to Unreal Engine.

1 Like

So you just need those shapes randomly in a fan?

It would be easier to make one as a mesh, and then distribute them randomly in a blueprint.

Can you explain the use case?

Not only the shape, I also need to control the size, shape, number, and spacing between the stripes, and express the numerical value of the data through the number of these stripes. Actually these stripes are more like a ring, if its arc length is long enough. This thing I made is called a glyph. In fact, it may contain a total of 200, 300 or even more stripes. I was wondering if each stripe was used as a mesh, it would cause the frame rate to be very low, because dozens of glyphs need to be dynamically generated in the scene, and the mesh may need to be rebuilt if the size of the stripes or some other parameters are dynamically changed.

Really hard to know from here.

You definitely could do it performantly with mesh instances, but I don’t know if a material is more appropriate for your use case.