Hello, I have a material that is offsetting vertices of a mesh with help of the texture coordinates. When I place a mesh in the scene and add the material, the vertex offset happens smooth like a gradient. But when I put the mesh in Niagaras mesh renderer and assign the material, I get a result that is very jagged and not smooth looking. It looks as if the vertex offset would only updates with 3 fps and unevenly.
I noticed that this also happens to the mesh that is not in Niagara when I change the material from masked to translucent.
Any help/ideas why this happens would be appreciated a lot!
Hi @gustavo11121 , I think I’m starting to get an idea of the problem you are facing. Would it be okay if I ask you some further questions to fill in the blanks to be able to help you fix this issue.
From the information you’ve provided I think this is an issue on how Unreal’s render is calculating Velocity/Motion Vector and Temporal Anti-Aliasing (TAA/TSR) for translucent materials with World Position Offset (WPO)
- What version of Unreal Engine are you running?
- Are you using TAA or TSR for anti-aliasing?
- In the Material Details Panels do you have “Output Translucent Velocity enabled”? sometimes this is turned off, this could aid you in having smooth WPO on Translucency
- How is the animation being driven? (as in is the vertex offset moving over time using a standard “time” node in the material or are you driving it via Niagara parameters)
- Sometimes your settings may be throttling the WPO evaluation to save on performance, this may give you a preview like it’s updating at a low frame rate. Can you please check the mesh’s detail panel to see if “Evaluate World Position Offset” is enabled as well as if there are any WPO distance disable settings turned on
If there is any additional information such as screen shots of your settings and or the problem you are facing that you would like to share it is also be helpful.