# WPO issue in UE 5.0 on all materials, severe smear/dither

**URL:** <https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780>\
**Category:** Rendering\
**Tags:** Post-Processing, unreal-engine, UE5-0, Rendering, Lighting, question\
**Created:** [April 6, 2022, 10:36am UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780 "2022-04-06T10:36:58Z")\
**Posts on this page:** 17\
**Page:** 2

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**Author:** ![NyelleBroken](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@NyelleBroken](https://forums.unrealengine.com/u/NyelleBroken)\
**Post date:** [October 27, 2022, 2:04am UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/23 "2022-10-27T02:04:37Z")

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I tried all of these things and didn’t resolve the issue for me. I found the default TSR anti-aliasing was causing the issue in my case. I changed to TAA instead and now its like my UE4 version looked which was a million times better. All the graininess on my moving translucent materials is gone; and my in-game mirror no longer has ghosting graininess either.

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**Author:** ![RobertGarcia](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/robertgarcia/32/753057_2.png) [@RobertGarcia](https://forums.unrealengine.com/u/RobertGarcia)\
**Post date:** [December 17, 2022, 12:59am UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/24 "2022-12-17T00:59:35Z")

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Having same issue with several effects and WPO meshes. Anyone knows if there is an open issue or report on this?

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**Author:** ![Renanmgs](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Renanmgs](https://forums.unrealengine.com/u/Renanmgs)\
**Post date:** [December 20, 2022, 1:22am UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/25 "2022-12-20T01:22:05Z")

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Having the same problem as described here.

> [@Foliage has a Shadow noise/grain - How to fix it?](https://forums.unrealengine.com/t/foliage-has-a-shadow-noise-grain-how-to-fix-it/727330/):
>
> I am trying to render some Nanite foliage btue the TSR is giveing me a lot of grain/noise in the foliage shadows. If you focus in the trees and grass you can see them clearly. What to do? what is the definitive solution for a crisp and clear render for a Virtual Produciton/InCamera VFX live recording?

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**Author:** ![Pawpatting](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Pawpatting](https://forums.unrealengine.com/u/Pawpatting)\
**Post date:** [December 22, 2022, 1:48pm UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/26 "2022-12-22T13:48:46Z")

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You need to do exactly what **jon\_eg** suggested with Velocity pass to fix the TSR and TAA WPO foliage smearing issue. This solution has worked 100% on this problem which has been present since UE 5.0 prev ver.

As far as the shadowy fractal noise looking effect on the foliage I learned that by using this: **r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal 0** in console command gets rid of that problem almost entirely. Good luck

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**Author:** ![AsdPtion](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AsdPtion](https://forums.unrealengine.com/u/AsdPtion)\
**Post date:** [January 27, 2023, 12:37pm UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/27 "2023-01-27T12:37:54Z")

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[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/e/4/3e415c3ee31495918f88d28c95df0678054e8cc8.jpeg "UE5 short tutorials: AntiGhosting при экспорте видео. Костыльно побеждаем призраков при рендере") ](https://www.youtube.com/watch?v=digNY_jRx3I)

Made a short solution. Thats in russian but you wiull understand over without translate.  
It helps with ghosting of most objects. Still is a temporary solution, but it helped for me.

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**Author:** ![AndyNB](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AndyNB](https://forums.unrealengine.com/u/AndyNB)\
**Post date:** [February 28, 2023, 11:42am UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/28 "2023-02-28T11:42:05Z")

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I changed “Velocity Pass” to “Write after base pass” to resolve this issue. For me it was a Landscape material in the fourground. Changing the AA options helped, but the image looked rubish, so that’s not an option.

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**Author:** ![script526](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@script526](https://forums.unrealengine.com/u/script526)\
**Post date:** [March 4, 2023, 9:40pm UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/29 "2023-03-04T21:40:21Z")

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“Write during base pass” is now enabled by default in UE5.1.1. I still have a lot of ghosting when using cable components. Everything is set to movable.

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**Author:** ![hellcat22](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@hellcat22](https://forums.unrealengine.com/u/hellcat22)\
**Post date:** [April 2, 2023, 1:56pm UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/30 "2023-04-02T13:56:44Z")

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This problem is also still present on Niagara ribbons in 5.1, heavy smearing/ghosting, wasn’t there in UE4. More noticeable with an opaque material and when ribbons are static and camera is moving, doesn’t do it when just looking around. Velocity pass is set to write during base pass.

Edit : I tested in 5.2 preview 1 and this issue is mostly fixed.

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**Author:** ![AsdPtion](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AsdPtion](https://forums.unrealengine.com/u/AsdPtion)\
**Post date:** [April 29, 2023, 3:04pm UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/31 "2023-04-29T15:04:43Z")

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If I clearly understand what you want, you can disable motion blur for niagara, may be it can help.

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**Author:** ![crossmr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@crossmr](https://forums.unrealengine.com/u/crossmr)\
**Post date:** [December 25, 2023, 12:06pm UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/32 "2023-12-25T12:06:23Z")

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Motion blur disabled, even decal actors are a mess with this. No static mesh involved at all. TSR disabled, they’re fine. Still an issue in 5.3

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**Author:** ![KrautPotato](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KrautPotato](https://forums.unrealengine.com/u/KrautPotato)\
**Post date:** [January 10, 2024, 5:46am UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/33 "2024-01-10T05:46:40Z")

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Still broken for instanced static meshes in UE5.2  
Does not smear if

- AA disabled  
or
- AA set to MSAA  
or
- object material set to translucent and translucency pass to “after motion blur”. (even if motion blur is disabled)

Moving ISMs is super broken.

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**Author:** ![8DrunkenGods](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@8DrunkenGods](https://forums.unrealengine.com/u/8DrunkenGods)\
**Post date:** [May 18, 2024, 9:35pm UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/34 "2024-05-18T21:35:28Z")

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5.4.1 STILL broken, wth epic, this has been long reported since 2022 (possibly sooner?) and still its an issue ☹  
I tried the solutions above, nothing changed anything. My characters when walking are fine but when playing attack animation or idle anim they are blurry as hell. I had to change to TAA 😕

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**Author:** ![The\_Distiller](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@The\_Distiller](https://forums.unrealengine.com/u/The_Distiller)\
**Post date:** [May 19, 2024, 4:23pm UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/35 "2024-05-19T16:23:08Z")

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Even with ‘write during base pass’ and ‘output velocities’ I’m still getting severe ghosting artifacts.

 ![wpo_artifacts_01](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/4/a/64a996dd1f7c0d3dbaefa060571b9ef4a501fdc1.jpeg)

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**Author:** ![The\_Distiller](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@The\_Distiller](https://forums.unrealengine.com/u/The_Distiller)\
**Post date:** [May 19, 2024, 6:10pm UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/36 "2024-05-19T18:10:12Z")

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Found the culprit. There’s a somewhat hidden setting in the WPO node that is unchecked by default. Make sure to check it when working with speedtree assets!

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/d/b/7dbc746e77044903e55208a98db9e3b3a85d9e3b.png)

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**Author:** ![Cam51](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/cam51/32/916176_2.png) [@Cam51](https://forums.unrealengine.com/u/Cam51)\
**Post date:** [October 28, 2024, 2:46pm UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/37 "2024-10-28T14:46:34Z")

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Is this only for SpeedTree (since you seem to be using the SpeedTree node)?

I’m having this issue (5.3.2) and still can’t find any solution. I’m using the MW Broadleaf module: [https://www.fab.com/listings/8206b7c3-e4fa-4c36-bde3-98c03b0de8ac](https://www.fab.com/listings/8206b7c3-e4fa-4c36-bde3-98c03b0de8ac)

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**Author:** ![Miguel1900](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/miguel1900/32/1010694_2.png) [@Miguel1900](https://forums.unrealengine.com/u/Miguel1900)\
**Post date:** [October 28, 2024, 5:46pm UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/38 "2024-10-28T17:46:13Z")

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I think it was highly noticeable in MW packs because they use dither temporal AA in their materials.

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**Author:** ![whammes](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/whammes/32/1194687_2.png) [@whammes](https://forums.unrealengine.com/u/whammes)\
**Post date:** [October 28, 2024, 6:14pm UTC](https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780/39 "2024-10-28T18:14:07Z")

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Actually no we don’t 🙂  
Looks more like some bad render setting for velocity output.

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