Hey,
I’m working on a setup to sort of preview a nDsiplay setup inside of unreal, Using a SceneCaptureComponent2D linked to a Cinecamera actor.
The CineCamera films a plane with the output of the SceneCapture camera.
It’s working pretty well (ignore the jittery cam movement), but the one Issue I run into is that when the viewport is in Lit mode, there is a very ugly Dithering/Noise like effect being rendered on the Plane.
It’s making it quite unusable at this moment. The effect is not showing up in the RenderTarget asset.
AND when I set the viewport to unlit, it’s perfect… except for you know, the rest being unlit and all. But the capture looks clean.
I’m kinda stumped on what it is exactly, it looks like something the engine does by default but it’s just very noticeable in this scenario.
I have some video examples of the effect down below:
(It might be a bit harder to see on youtube but it’s very noticable)
Does anyone have any clue what rendering setting or post effect is creating these artifacts? And how to disable or bypass it?
I have tried about every setting I could find in the scenecapturecomponent2D and looked in the material settings.
The material is currently a quite simple unlit material.
If anyone could tell me the name of the rendering effect/artifact, that alone would help a lot in finding more about it.
If anyone knows how to disable/bypass or exclude this mesh from it that would be perfect!
Thanks in advance to anyone reading this.