Hi fellas, this is here, I have looked all over and can’t find a solution to this issue, OR I may not know if this specific issue has a certain name to it that I need to search for, or keyword, but I’ll explain it here.
I used the new Unreal Engine Water Feature and when I use iPhone 12 Max pro the water looks beautiful, as seen in attached screenshot. But if I use a iPhone thats anything less than the new iPhone 12 Max Pro there is a very very very bright reflection/ white light comming from the water. Any idea what this reflection is called or any keywords I can search to help me with this.
I have confirmed it is indeed coming from the water as I used the same ocean material in another blueprint for water and the bright white reflection came once again.
to me it looks like NaN/infinite values on the shader. different platforms handle NaN values differently - some platforms just render black pixels (like on your first screenshot, on PC it probably looks like that as well) while other platforms can cause extreme bloom or even ‘negative’ bloom (i.e XboxOne)
check for any division by zero on your material nodes (basically add a Max [X, 0.001] node to anything going into the B input of a division to prevent it from being 0), or it’s possible that it’s the result from reading offscreen values from the scene buffer (can be caused by too much refraction - try disabling refraction in your material and if that ‘fixes’ it you’ll be closer to a solution)
Thanks for the pointers. @Chosker I checked the water material, which is the material that came with the water from unreal engines new water system, and I see the following references for material in the screenshot.
In the screenshot below is be plugging in the max node to the b slot. But I dont know how to put a variable in there like you mentioned above Max[X,0.00], like how would I add the 0.00, would I change the constant to “0”? see the screenshot below
Also I tried going to disable refraction in my material and it looks like its already disabled, but let me know if this is the right area/setting I should be looking at. Screenshot below:
so as I said the goal is to ensure no Divide node has 0 in the B input.
the one at the top already divides by 1000 (which is not a variable) so you can ignore that, it’s safe
the other two with the Max node like you were doing is good. just replace the constant 1.0 that you got there with 0.001 (not 0.00)
for refraction: having that mat instance override check disabled does not disable refraction, it only disables the override in the mat instance, which results in it using whatever was in the parent.
TL;DR - in the material unplug the node that goes into the Refraction output
also this isn’t guaranteed to work, it’s just guesses from experience