It looks really nice when i look at it, but its flickering when the camera angle changes. Does anyone know what is here happening or what i have to activate / deactivate?
I am not an ue5 pro, so please keep it simple
I assume it has to do with this Material BluePrint of the Earth:
that’s lumen. it’s not designed to pickup small emissive lights sources.
in this case you could duplicate the sphere. make it slightly bigger and add the “lights” only via an additive material. this gotta be a seperate material. it will bloom but not emit light into the lumen scene, which is causing this noise, basicly.
Thanks for the info. What you mean exactly by “add the lights only via an additive material”?
The planet itself is really big already how much offset when the planet is at scale 10.0, should i set it to like 10.05?
i am new to ue5 so please be patient
an additive material. you make the texture a greyscale. you should push it thru photoshop contrast filters to remove all the remains of blue shading in it. you can compress it as an alpha. do a bit of shader math and set the blendmode to additive. and there you have it. it costs a lil bit more in terms of “shader complexity” or just overdraw, but it does not emit light into the lumen scene, and hence does not emission flicker.
Hello glitchered, thank you very much. With your information i could solve the flickering issue. The material isnt emitting light, so no lumen is active on surface and therefore no flickering.
Would be nice to still have some light dynamic on the surface. A possibility i could imagine is to have some dynamic within the light → at Random / or masked places on UV Map change/animate parameters (more bright / darker) → but how to do it or there are even better solutions (even with Lumen) ?
For now this question is closed,
EDIT: i optimized the material and now the surfaces look nice: