unreal engine post process noise node flickering/recalculating

This video is what I’m talking about. Basically I got a post process material and I’m using the “noise” node on it. The material is pretty self explanatory, it’s just a mask for the shadows of surfaces but the noise that’s being displayed is just the noise node on it’s own.

So the issue is that when I move around; it seems like it recalculates but when I stay still for a moment the noise stops flickering as shown in the video. Is there any way to stop that?

My guess is that this is just an optimization thing with the noise node since it might work off the pixel so it has to recalculate whenever it changes. Is there any fix to this?

For anyone in the future who sees this thread and wants to use this for post processing purposes or making cool shaders like borderlands or whatever;

The issue wasn’t that it was recalculating or anything. It’s a core unreal engine issue or not really an issue but a rendering flaw that can’t be avoided? Basically this isn’t happening because the noise is updating or your player is moving, it happens because when the noise gets really small in relation to the pixel I believe it has a hard time rendering on that scale and it causes the flickering.

I did quite a bit of testing and the reason I believe this (and you can try this too) is because this works with any texture that doesn’t update either. If you just drag and drop a noise texture on a cube and tile it small enough the exact same flickering issue will happen.

So what’s the fix then? Well it seems like there is no core fix for this but just bandage solutions you can take. What I did was simply scale the noise based off distance using a mask. So at further distances the noise would be slightly bigger enough to the point where it wouldn’t flicker, and up close you can have multiple masks that make the noise smaller and fit whatever scale you were going for without it having to flicker. By lerping between them softly you can make it as close to seamless as possible.


If anyone else figures out the exact fix in the future feel free to update this thread but this was the best I could do.

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