So, this blurring happens only on some of the assets, however the assets are simply duplicates of the same couple of trees. this doesn’t happen on all trees. just a couple. but it’s really noticeable. Version U5.3.2. Can anyone explain what this is being caused by and how to rectify it? Cheers in advanced.
Honestly, I’ve never seen that before, but I find that similar to motion blur. Try removing the animation. If it still appears, it is in the texture. If so, I get that from scaling stuff.
If it only appears when the animation appears, reply. I will be able to help.
That happens when triangles on a mesh collide. Do you have more than one tree in there?
There is only one tree in that one specific place. even if i place a single instance of the tree and it can appear like this seems to be random when it decides to do it, i can hand place trees and one in “n” could be problematic but the land scape is huge so i can’t place trees one by one either, that would take me a decade. it happens in play mode and edit mode. and in single placement and in foliage mode. seems to do it when animated and not animated.
:: also does it with lumen disabled. (just checked incase it was related.)
This is definitely a texture issue. Check if these trees are unique or let me know if they change.
when you say unique, (I’m not super experienced in unreal, im am coming from other 3d software (houdini and maya to be exact, so some terms will be foreign to me)), can you elaborate on what you want me to check? For relevance these are speed tree assets, and nowhere i can find any option relating to making it "unique or not. the materials are animated i can see that and when i try to turn off the animation directly through the material nodes, this breaks the asset. i imported a non-animated asset that shows the same result as the original post.
here is something interesting, i turn real time off and hold my mouse to allow it to play through the animation the problem goes away. but if i turn real time back on, it is present again.
I see. It seems to be in the animation. It could be broken bones (literally), but it’s probably just a super fast animation there. Where did you get the trees again?
FYI to remove the animation you keep it’s node and unplug the Z axis modifier.
By the way you might need another 3D software to fix the problem. Just maybe.
yeah, might be the case, I’ve tried removing the anim from z axis, no change, it still happens. This is more or less a learning exercise. so far its been enjoyable, but this has my head turning around like a plastic play doll. lol. primarily i do vfx, so game engines not been my forte lol but i guess we all have to learn and evolve at some point. I’ll make a tree manually and see how that goes, was trying to avoid that but could be that speed tree is the issue.
Almost 100% dependent on the asset and how it is made.
First of, speedtree has different wind modes.
One is fairly good and you probably have to pay for it - it is Pivot Painter / texture based.
The other is the sine based engine simple wind.
In all cases, these can be hit and miss when coupled with the latest engine and lumen/nanite.
Mostly because everything in ue5 is still bery much alpha, not even beta, in spite of what epic may tell you or announce.
As far as how a tree should be propely made goes, well, in 2024 there is almost no reason not to have custom individual leaves for your LOD0.
Anything further out / LOD1 onwards will however require using branch shets/bundles.
Like speed tree.
If done properly, the LOD0 and LOD1 can transition down with a minimally noticable effect - but it is likely still noticed.
Given the parameters, you may want to omit sculpting LOD0 for the whole tree and just make a couple different looking branches to bake out and use as textures thought a different/complete tree model.
Once you get to applying wind to the model via shader, you can potentially see similar effect as to what yoy complained about or even worse depending on engine settings.
Stuff like TAA will cause definite blur and smeering on moving WPO materials.
There are cures for it (output velocities in base pass?) Depending on what the rendering is told to do.
In all occurences, bad wind math leading to bad motion/displacement will likely cause this effect and worse looking ones… so you do have to make sure you craft accurate materials or learn to use pivot painter…
Im 100% open to buying a new tool, ill take a look into pivot painter now, (thanks for the recomendation), essentially my goal is to learn how to use most features of the engine (i dont need all of them obviously, but at least a basic understanding of 75%, with a firm understanding of the vfx side of it.) that way i can then use it alongside houdini. so im totally happy to buy software to help that happen. Thank you for the detailed reply, ill give all that a look and implement as much as i can from your comment and see how i go with it, hopefully illiminate the issues im having. much appreciated for all the help guys, makes learning easier, stack overflow needs to take a note from this community lol