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Material bug. Material blinking when use SphereGradient-2D

It seems that composition (on the image) of Time + SphereGradient-2D.Diameter + Add (with some nonzero value) leads to blinking of material. When I pin Radius or 0-1 to Add.B it works well. Also there is no problems if I use Diameter as result without Add node.

spheregradient + add bug

Win 8.1, NVIDIA GeForce GTX 970

Can't reproduce bug on Win 8.1, ATI Radeon HD7880

Product Version: UE 4.8
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asked Jul 01 '15 at 02:05 PM in Bug Reports

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ArCorvus
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2 answers: sort voted first

Try using a node "Max" and for A put a constant 0.0001 and for "B put in what you currently have for Radius.

The problem is that sine is passing by 0 and a 0 radius sphere is probably returning a divide by 0 that is not checked for, causing the circle to be infinitely large for one frame.

No idea why doing that add after the result fixed it. Weird :)

Also bonus: there is a function called "pythagorean theorum" in engine that for some reason I forgot to expose to the library (just search in content browser). It can actually give you a result like this for cheaper if you just want the 0-1 gradient.

You can just feed it anything linear and it turns it into a round curve. So the result of spheremask could be the input to that since spheremask makes a "cone" normally.

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answered Jul 01 '15 at 03:31 PM

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RyanB STAFF
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avatar image ArCorvus Jul 01 '15 at 04:10 PM

Hi Ryan, Unfortunately it does not help, blinking somehow connected with radius changing. Even if I use Max and radius is changing from 0.1 to 0.5 the result is blinking when new value of Radius comes to SphereGradient-2D. I found another solution. I use Radius result multiplied by 2. It is the same value as Diameter.

avatar image RyanB STAFF Jul 01 '15 at 04:18 PM

hmm I find that odd, since inside of the material function it does exactly that already. The radius and diameter outputs all come from the same math. I did notice some unnecessary math that could be optimized to save a few instructions (that is if the compiler isn't already figuring that out which it probably is).

So far I am unable to reproduce any blinking even without the "max" node.

btw you probably just want to use "result 0-1" unless you actually need the exact radius. i dont think thats what you want though.

avatar image hyperdr1ve Jan 26 '16 at 11:39 PM

I wanted to mention that I was having this exact issue in 4.10 and even pulled apart the SphereGradient-2D function and tracked it down to the final clamp statement that was somehow getting a zero value. I changed the minimum to 0.001 and it fixed it. I later restarted the editor and couldn't reproduce the issue. clamp statement

flicker fix.jpg (73.0 kB)
avatar image hyperdr1ve May 11 '16 at 05:29 PM

This is still broken for me in 4.11 and fixed the same way. We've made a custom SphericalGradient2D with the fix above.

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Any chance to get this fixed in UE 4.11? :)

It feels odd, but... This only happens when there's is a parameter attached to Radius(S) input. If there is a constant there, it does not happen (or at least I couldn't make it happen).

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answered Feb 29 '16 at 09:42 PM

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Zoc
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avatar image Zoc Feb 29 '16 at 09:50 PM

I should add that I"m getting this flickering problem on the ResultDiameter output.

Also, it does only happen when I use a parameter. I couldn't make it happen when I use a constant.

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