I have 2 sided masked emissive material that simulates a wireframe. Perfect for anti-aliasing issues right?
There’s a really intense ghost/smear artifact that takes quite a long time to dissipate, and so far the only thing I can find to mitigate the issue is the “Has Pixel Animation” checkbox.
The downside is that this checkbox seems to impact some other AA properties. I’ve looked at the docs and just can’t wrap my brain around what part of the render pipeline is being effected, and if there are some other knobs I can twist to fix the issue.
From what I’m reading it seems like the rendering does not have a sense of the object’s motion or velocity (relative to the camera I guess) but I can’t e.g. toggle “Output Depth and Velocity” because it’s a Masked material.
Dunno what version you’re on but there are some new nodes in 5.7 intended to address at least some of these issues:
(link includes timestamp)
Will add that I don’t know if this will fix your particular issue, but it might. I haven’t had a chance to test it yet, the issue (as far as I know) is that moving meshes in the editor does not produce motion vectors and so there’s no information for TSR’s reprojection.
The nodes are mainly for pixel animation though, so I can’t say if they’ll work for a moving mesh (and I have no way of testing as 5.7 is horrendously broken on linux atm).
thanks for this, I’ll check it out. It’s worth noting that this behavior happens in-game when my player-character is walking around, also. I’m just using the movement in the editor to show it more easily.