TLM_surface lighting issues

So there seems to be something very odd going on with TLM_Surface materials, getting this with the volumetric and normal one, so to my character I have a light attached, and as I rotate around some times from certain very specific angles all TLM surface materials suddenly light up as demonstrated in the image, when walking around quickly this appears as flashing and is incredibly annoying, what’s up with this?

https://dl.dropboxusercontent.com/u/63462053/TLM_SURFACE.png

Hey Traggey -

I have an idea of what might be causing this issue for you and if you would not mind running a quick test to confirm? From your pictures it looks like you are able to get to a point where you can screenshot the glasses showing the error. Can you get to a camera position where your glasses render incorrectly as shown above and they stay rendered incorrectly? If so, try this as a test, rotate the glass models in the level individually by 30 degrees (so 4 moves 1 30 degrees each glass). After rebuilding lighting, does the error persist and if so is it in a different location compared to before the move?

Thank You and Let me know -

Eric Ketchum

Okay dokey, thanks for helping out here Eric! Yes I can indeed position myself in a way where the error stays put, it affects both the glasses on the table and the fog particle I have in the room from this angle, I noticed that the error does NOT show up in the editor viewport, only when playing ( in editor ).
The glasses are physics simulating meshes so rotating them about to test could not really be done, I smacked in a static verision of the same glass next to them and tried with that instead, same error still, even when rotated around 30 degrees, I should also mention that the direction of the particles spawning the fog seems to have impact either, the issue only occurs when rotating my camera.

I brightened the image because, yeah, dark’n stuff.

https://dl.dropboxusercontent.com/u/63462053/TLM_SURFACE2.png

Hey Traggey -

One last request I apologize I should have asked for this yesterday - Can you give me the breakdown of your Glass and Fog Material, screenshots if possible?

Thank You

Eric Ketchum

Of course! Here are my material set-ups for the smoke and the glass.

https://dl.dropboxusercontent.com/u/63462053/TLM_SURFACE3.png

Hey Traggey -

Thank you for your patience while I was working on this issue for you. It appears that behavior is going to happen because of the slight opacity that you have given your translucent objects. If you set the stemware’s opacity to fully Translucent (Opacity = 0) you should not get any flashes.

Eric Ketchum

That does indeed seem to fix it, thank you Eric, I hope this will be resolved in the future! I can live with fully transparent glass, however my fog simply can not be 0 or 1 !

Hey Traggey -

Are you using Volumetric Directional Light with your fog? If so and assuming you are using uniform XY size coordinates try in the material setting generate spherical normals for particles to true, this will help at least ease the lighting transition for the fog.

Thank You

Eric Ketchum

Boop, been out of the loop for a while.

Generating spherical normals did not fix it, I am no longer experincing the problem with the glass, but the fog is still acting up.

Hey Traggey -

I just went back to test this issue for you and still haven’t been able to reproduce the effect in the fog. It may be that I am not setting my fog up as you have your fog. If possible could you migrate the Fog Particle Asset into a Blank Project with no starter Content and link it to me (if privacy is needed feel free to link to me via the Forums).

Thank You

Eric Ketchum

Right, so here are the files for the fog, I have also noticed that this ONLY happens in dark environments, if the area where the fog is is lit well, the flickering does not happen. However these environments are ment to be dark so that’s not an option.

Thanks for taking a look.
https://dl.dropboxusercontent.com/u/63462053/Fog.7z

Hey Traggey -

Are you using Auto Exposure in your level? This is the only thing that I can find that is giving me any flickering like behavior? Can you specify your lighting and post process setup?

Thank You for your patience -

Eric Ketchum

Auto exposure is of, no post proc volumes added at all, in the default engine options I have turned of Auto Exposure, motion blur and lens flares.

The lighting set up is a new void level with a static directional light. Some further lighting from dynamic lights within blueprints ( The candles)

Hey Traggey -

Thank You again for your patience while we work on this issue with you. Currently the fog assets you sent me and the lighting settings mentioned above are not yielding any rendering flickering for me. If possible could you make a small test project and reproduce the issue in it and upload that test project here.

Thank You Again -

Eric Ketchum

EDIT: I have actually attached a copy of the test level I have been using with my last tested configuration. If you would not mind opening it up and making any alterations you need to it and re-upload it for me to continue testing.

-Eric Ketchum

AH_FogTrans