I am a newbie to Unreal engine. I have about 1 month of experience in actually handling UE5.
Some meshes I am rendering have some smoky after images.
Those meshes are moved by position offset feature in material shader graph.
I am following above video series to render grasses.
The above series uses material shader to change vertex locations, normals. Sine wave based function is used in material shader to control grass motion.
PCG is used to create each grass instance.
Above series control grass motion using sine wave based function that can be calculated by the material shader.
However, I wanted to create a more realistic motion that implements rotational dynamic.
It needs numerical method to calculate motion for each grass instance.
I need to store additional data per instance and need to update those instance data at each frame.
Each instance has angular velocity and angular displacement, and new angular velocity and angular displacement are calculated in each frame using the previous values.
So this couldn’t be done in material shader alone.
I needs to store additional data(angular velocity and angular displacement) for each instance.
I decided to store angular velocity and displacement as particle color and velocity in Niagara system, and these data are updated in Niagara’s particle update stage.
At the end I have made two versions of the grasses.
Niagara produced grasses with rotational dynamic.
PCG produced grasses with sine wave based motion(same as the first video series)
Also PCG produced grasses, but with more grass instance
And as you can see, the Niagara version creates a lot of disturbing smoky after images? or whatever those are.
The PCG version with less grasses also have some after images if you look carefully.
And the PCG version with more grasses, I can’t find the after images.
Do anyone know what is causing those smoky images and how to fix it?