Moire Problems

Hi,
I wanted to play out an ArchVIZ movie and realized massive moire problems in the surface of my house.What can I do to solve this problem? Is this a bug in the engine?

Best regards, Andreas

Look on scalability settings and Project Settings → Engine → Rendering.

Hi,
everything is set on maximum. This is not the problem.

Best regards, Andreas

And, What about Engine - Rendering settings?
And check Advanced settings (TemporalAA).

Hi,
everything is switched on like in your screenshots. At the moment I do not know what to to. The moire artifacts are really annoying.

Best regards, Andreas

The only way for You is hang out with MIPs.

As far as I’ve tested UE4 not very friendly with texture filtration.

Hi,
I checked everything once more. The problem seems to be the mesh. I get this moire effect also without any texture.The mesh constists of many rectangles. I do not expected this problems with the Unreal Engine 4. Is there a solution? Unfortunately I have no experiences with MIPs. What are they and how can I change values?

Best regards, Andreas

This looks like a Z-Fighting or too low Shadow bias.
Try to increment the value of “Shadow bias” property in your lights and check whether the problem still occurs.

Hi,
thank you for your support. I changed the bias of my light. But unfortunately it changed nothing. Perhaps its a rendering bug in the Engine…At this moment I have no explanation for the moire effect.

Best regards, Andreas

Or it may be a bug in model. Have You checked topology, uv maps?

Hi,
everything is ok with this model. I have checked this. The moire effects appear also in the UE4 object editor and my 3D program (in the viewport)! Perhaps its a physical problem. Do lined up rectangles always cause this issues? How can I avoid this? It seems to be a very complex problem.

Best regards, Andreas

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Hi Visual Designs,

There is no way that I’m aware of to reduce this type of affect with the geometry there without using temporal AA to reduce the aliasing or for the best result this is a good case where Normal Maps would be a good option.

I’ve got three images below showing the result you can get using a normal map vs the modeled geometry with the aliasing.

Left is the normal map with the Right the modeled geometry

Thank you!

Tim

Hi Tim,
thank you very much for the information. I will use normal maps for this kind of geometry in the next projects. I have also used temporal antialiasing. But this did not help.

Best regards, Andreas

I have the same problem. Is there a solution to this problem after all these years?
310667-
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is there any solution ?

When doing a movie render I add in console command
r.ScreenPercentage = 200

this helps me to soft a bit the rendered image

but this decrease the fps

Hello,
A solution to this problem is to make lower poly walls and then texture the mesh in larger wholes with seamless, tiled textures, but you will have to play around with it to make sure it tiles neatly.
UE will auto generate mipmaps if the size of the texture being imported is a power of 2 , like 512x512.
If it is not a correct size, mipmaps will not be generated, and you will get aliasing.

If you are still seeing some aliasing, open the texture in Editor, and under Level of Detail, you can try different settings of the Mip Gen.

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Its still there in UE5. With Nanite and more details at a distance that are concurrent and regular seems to be a real problem. You can’t use lods and virtual shadows would be slower. Soften it a little by switching to virtual shadows. But TSAA doesn’t help at all.