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FXAA SSR on translucent surfaces [4.8]

I love the new SSR on translucent surfaces feature, but the effect seems to only work if temporal AA is enabled and my project requires FXAA for a variety of reasons (scaleability, less blur). In the past the "r.SSR.Temporal 1" console command would turn on temporal AA for the reflections pass but this does not seem to affect opaque or translucent surfaces in 4.8. Is this feature deprecated / is there any way to get SSR on translucent surfaces with FXAA?

Product Version: UE 4.8
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asked Jun 29 '15 at 08:37 PM in Rendering

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James Steininger
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avatar image Hoeloe Jul 07 '15 at 12:53 PM

I'd also like to request an answer to this. Temporal AA is far from perfect for all use cases, so it would be nice to be able to use it with other forms of AA such as FXAA or MSAA.

avatar image James Steininger Jul 21 '15 at 12:51 AM

Any news on this front?

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Hey James,

I created a blank project with a floor and then applied a translucent material.

Here are the steps I used to create the reflection.

  1. Created a Translucent Materiel

  2. Gave the Material a dark Material, In my case very saturated blue.

  3. In the Material Details make sure these are turned on. a.) Two Sided b.) Translucency > Screen Space reflections check box is turned on c.) Lighting Mode > Surface Translucency Volume

  4. In the Material Give it some Specular and Metallic. a.) I will link some screen shots.

  5. Apply this to your mesh.

  6. Keep defaults in your Post Processing except for the FXAA

  7. Make sure that the post processing is set to unbound

  8. Put a Sphere Reflection Capture in your scene

  9. Rebuild lighting.


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answered Jul 24 '15 at 03:10 PM

avatar image Hoeloe Jul 25 '15 at 10:55 AM

Does this provide real-time reflection? I seem to remember being able to use FXAA for static reflections with some fiddling, but not real-time ones. This was a while ago, though, so I may be wrong.

avatar image Logan Bailey ♦♦ STAFF Jul 27 '15 at 01:21 PM

Hey hoeloe,

Screen space reflection is a new feature in 4.8. For translucent surfaces to have real time reflection temporalAA must be used.

What temporalAA does is lag a frame behind in it's calculations allow for that capture to occur and then be displayed on a surface.

With no AA or FXAA everything is calculated immediately or not at all. Since a translucent surface has no depth then light/ whatever the surface is reflecting passes right through the material and doesn't return a value.

Therefore, the best solution for this issue would be to simply use temporalAA for translucent surfaces. Or look into prebaked lighting and then stream that in real time.



avatar image Hoeloe Jul 27 '15 at 01:55 PM

This is sort of exactly what is being asked though. Real-time reflections work perfectly well with FXAA on non-translucent materials, and while I understand the complexities of doing so, it's certainly possible to apply it to translucent materials as well.

I understand the reflections are a new feature in 4.8, and thus are subject to fixes and change, but really what I'm sure many people would like to know is whether we can expect this to be implemented in the foreseeable future, since temporal AA has a lot of problems and is far from the perfect solution for all use cases.

avatar image Logan Bailey ♦♦ STAFF Jul 27 '15 at 02:05 PM

What you can do is to put in a feature request. This feature may be considered for implementation but like many feature requests may not always make it to final implementation.

No system is completely perfect and as you said they reflections do not work for temporalAA in all situations. This feature will be continue to be developed as the engine continues to evolve and these systems will improve.

The best way to see that these questions are answered and to let your concerns be heard is to put in a feature request. That way the development team is aware of the communities opinion on this matter.



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