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.
Win 8.1, NVIDIA GeForce GTX 970
Can't reproduce bug on Win 8.1, ATI Radeon HD7880
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.
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).
answered Feb 29 '16 at 09:42 PM
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