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Heavy Ghosting with Temporal Antialiasing

Hi, I exported an Archviz animation with Matinee and get in trouble with heavy Temporal Antialiasing artefacts. The camera is moving from right to the left along the trees. This ghosting is really awful. I tried everything to solve this problem. But without success. FXAA is no alternative. This method is too bad.

My customers do not want an animation with this kind of artefacts. For this reason I do not know what to do now.

Best regards, Andreasalt text

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asked Jan 12 '15 at 09:54 AM in Rendering

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Maxwell_77
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avatar image Maxwell_77 Jan 12 '15 at 10:38 AM

UPDATE: FXAA + Screen Space Reflections produces Ghosting too. I have to reduce the Screen Space Reflection intensity to 0 to get rid of ghosting.

avatar image Lovecraft_K ♦♦ STAFF Jan 12 '15 at 07:52 PM

Hey Maxwell_77 -

Can you let me know what your leaf material setup is? Are these self modeled trees, in engine assets, or speed trees?

Thank You

Eric Ketchum

avatar image Maxwell_77 Jan 12 '15 at 08:43 PM

Hi, I am using Speed Trees. But I guess it has nothing to do with the ghosting because I realised ghosting artefacts in my whole scene. They are not as prominent as the ones in the screenshot but are still there. The temporal antialiasing must be responsible for that.

Best regards, Andreas

avatar image Lovecraft_K ♦♦ STAFF Jan 12 '15 at 08:55 PM

If you reduce the SSR to 0 and use Temporal AA do you still get ghosting?

Eric

avatar image Maxwell_77 Jan 13 '15 at 11:50 AM

Hi Eric, you are right. I tested it. I never thought that SSR is responsible for this. Strange...Not all of the ghosting is gone but nearly 90%. Nevertheless the image quality deteriorate when I set the SSR value to 0. For a good visual quality you need SSR. But why do this artefacts appear? Will Epic fix this in the next updates?

Best regards, Andreas

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Hey Andreas -

Are you using any sphere reflection capture actors in the level? Typically the best reflections in a level are given by balancing out the sphere reflection generated cubemaps (a sky light can help here as well) with a moderate amount of SSR. SSR is typically only used to ground objects in the world not for full reflections. By mixing the two methods of reflection generation you will be able to get the quality you are after without the unnecessary ghosting effects.

Take a look into this documentation as it does a good job explaining the reflection methodology.

Thank You

Eric Ketchum

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answered Jan 13 '15 at 09:06 PM

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Lovecraft_K ♦♦ STAFF
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avatar image Maxwell_77 Jan 14 '15 at 08:53 AM

Hi Eric, thank you very much for your help. I will make some tests the next days to find a good mixture of both methods.

Best regards, Andreas

avatar image Maxwell_77 Jan 14 '15 at 10:05 AM

Hi Eric, I forgot one thing which I wanted to ask you: The SSR in my project looks very noisy. Is there a possibilty to increase the quality of the Screen Space Reflections?

Best regards, Andreas

alt text

ssr_noise.jpg (43.0 kB)
avatar image Lovecraft_K ♦♦ STAFF Jan 14 '15 at 05:14 PM

Hey -

You can increase the quality of the SSR in the post process volume but the noise you are seeing in the image above will only get slightly better as it is a means as I said above only to ground objects and primarily dynamic objects to the world and not meant for full reflection rendering. Having the Static Reflections layered into and on top of the SSR however will greatly reduce the appearance of the noise.

Thank You

Eric Ketchum

avatar image Maxwell_77 Jan 14 '15 at 05:24 PM

Hi Eric, thank you very much for this information. :-)

Best regards, Andreas

avatar image spyro Apr 27 '15 at 09:23 AM

Hi Eric,

i have placed several sphere reflection actors in my map (one directly above) and have set r.ssr.quality to the highest possible value, but still get artefacts like this:

alt text

avatar image Lovecraft_K ♦♦ STAFF Apr 27 '15 at 06:06 PM

Hi Spyro -

What is your Intensity settings for your SSR in your Post Process? Mixing the Static Sphere reflection actors with the SSR is a balancing act, you will need to adjust the intensity of the SSR downward and the Sphere reflections upward. You may also need to add a Sphere reflection considerable closer to your object so that the SSR has something more defined to mix with.

Thank You

Eric Ketchum

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