Hello, I was wondering if there was a way to get rid of the flickering from my image on my image plate (the background image). With it just being a still image that I want to use as a background, I disabled the mipmap on the image in an attempt to give it a higher quality look as I don’t need lods or anything like that. If I add any mipmap to the image or turn the viewport view to unlit the flickering stops. The flicker also occurs in play mode. Any help towards fixing this is greatly appreciated, thank you very much!
A video showing the issue: https://www.youtube.com/watch?v=43aFnCUz0HI
Hello there @Clockwork_Tickler! Let me help you with this one!
In order to keep the image quality, while preventing the flickering, please test setting your texture to MipBias at the editor:
Then create a Constant, set it to a Parameter, and pug it into the Bias:
This will allow you to control the MipMaps level on any material instances you create from the master. Play around with the value, until you reach a good quiality image with no flickering:
Alternatively, you can test changing your project’s AA method to MSAA, from Project Settings:
Hope this helps!
If my theory is correct, then the reason stuff flickers is the temporal anti aliasing or whatever mode you are in.
Check on that.
Thank you so much for the reply! The first method doesn’t work because the image is flat and on an image plate so it’s just the same as using a mipmap and makes the image blurry. It turns out it’s the anti aliasing causing it when using either of the temporal anti aliasing methods. I could put it on any of the other anti aliasing methods but then the image looks terrible. Is there not a way to be able to use the temporal anti aliasing without mipmaps and have it not flicker?
Ya thanks mate! You’re actually correct! Though when I try any of the other modes, they look absolutely horrific, is there not any way to use the temporal anti aliasing methods with no mip maps without flickering by chance?
No, but in relation to that, you should be able to set the way that the aliasing samples to taste.
Its the same issue with linear filtering and jagged edges, its just not on the engine rendering lines off of objects, but on textures.
More samples = slower to render but less jaggies.
Obviously, you can only go so far before you hit a limit allowed by the rendering engine.
Obviously, if you let users control the setting they will see the same issue (don’t know your use case here).
Compression is compression.
You should start looking at the mode that your texture is in to see if its possible to make that more detailed.
Additionally, freeze rendering may stop the flickering. If you are doing something like a visual novel or what not you could try that.
Otherwise, to use the image as a background, use the image directly within a post process?
Itll probably still flicker, but likely less since its not the engine trying to scale the image to fit the object - in theory anyway.