Avoid small sampling dots when using PBR
Hello , we had this issue since early version of ue4 . you can see the image below:
there are two simple sphere in the scene, both are assigned same material with roughness to 0 and matallic to 1.
the problem is when I quickly zoom in/out , or move camera fast , the reflection between both sphere starts sampling gradually. and about after 0.5 second, the sampling stopped and leave some tiny dots in reflection area like this :
The situation gets worse when we use the same setting on water surface , especially when character stands beside water and look to the water . when we orbit camera really fast , these sampling dots gets dragged out from character's edge and become trails. How to avoid this ?
My version is 4.8 Thank you .
asked Nov 04 '15 at 03:41 AM in Rendering
You can put r.ssr.quality = 4 in Console Variables.INI and then crank SSR quality up to 100 in the post process. It will affect the performance a little of course.
answered Nov 04 '15 at 10:45 AM
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