Am I the only one having weird artefacts with the new DOF ? (screenshot done with the last preview) Guillaume.Abadie
I've only gotten these if you have a very narrow DOF, suggesting that the blur is just way too strong. Have you tried adjusting the blade count? Also you can reduce the DOF by setting the max f/stop in your lens setting, which changes it to "Custom", but allows you to go beyond what the lens is locked at(usually the max is f/22)... assuming this is with the Cine Camera...
Am I the only one having weird artefacts with the new DOF ? (screenshot done with the last preview) Guillaume.Abadie
First issue: what quality settings it that? I just fixed an issue like this yesterday. I'll investigate.
Second issue, is known a limitation of the algorithm for foreground when it have large variety of foreground Circle of Confusion. There is ideas on how to fix that, but doable in the timeframe? Work around, you can bind your maximum bluring radius independently for the foreground with r.DOF.Kernel.MaxForegroundRadius.
Playing with Niagara instanced mesh render particles, and noticed that one of my 100 particles shows up in VR. For some reason, the particle instancing isn't showing in VR. Is this a known issue? This is in CPU mode.
When I switch it to GPU mode, the particles show up in only one eye.
Last edited by 3dlight; 06-26-2018, 04:26 PM.
Reason: Additional info
I've only gotten these if you have a very narrow DOF, suggesting that the blur is just way too strong. Have you tried adjusting the blade count? Also you can reduce the DOF by setting the max f/stop in your lens setting, which changes it to "Custom", but allows you to go beyond what the lens is locked at(usually the max is f/22)... assuming this is with the Cine Camera...
Thanks for your reply.
The thing is, even with a "light blur", I've got some of this artefacts
First issue: what quality settings it that? I just fixed an issue like this yesterday. I'll investigate.
Second issue, is known a limitation of the algorithm for foreground when it have large variety of foreground Circle of Confusion. There is ideas on how to fix that, but doable in the timeframe? Work around, you can bind your maximum bluring radius independently for the foreground with r.DOF.Kernel.MaxForegroundRadius.
Thanks for your reply too
All screenshot are in Epic quality.
it's really weird, most of the screenshots / videos I saw did not seem to have any problem.
Thanks for your reply too
All screenshot are in Epic quality.
it's really weird, most of the screenshots / videos I saw did not seem to have any problem.
This sort of issue even on small convolution should not happen, would you be able to share your level with place cameras, as well as resolution settings?
Hi! I have some problems in 4.20 with plugin (spine runtime). When i trying to build project in 4.20 there going errors "Referenced directories does not exist".
Same project but on 4.19 work fine & build.
As I understand, there is some problem with .build.cs files which has wrong directory definition.
Can anybody say how to solve it?
PS: Ive tried to use in IncludePath full path like 'D:/GitHub/prj/Plugins/Spine
and etc
", that help to not get errors, but file compile still has errors (the same at with direction errors)
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