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Mobile material is pixelated, Custom UV solution doesn't work!

Hey there,

When I was initially building the materials for my game, both the landscape and the water materials were giving off a very pixelated look.

Doing some searching online, and I found this: https://answers.unrealengine.com/questions/123709/mobile-material-texture-resolution-problem.html

It says to use the custom uv channels to fix the issue. I did this on my landscape material, and it worked fine.

for the water, however, I haven't had any luck. In fact it breaks the material completely!

Here is the water material before I attempted to fix it, with the pixelation:

alt text

And here is my material, with the custom uv's applied (I can't use custom UV channel 1 because that is being used for the second uv channel that the object has)

alt text

With it applied, it looks like this:

alt text

The material is now completely broken. I tried changing some things here and there, but I haven't had any luck.

Thanks in advance, StevenWaltherMedia

Product Version: UE 4.13
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asked Oct 08 '16 at 05:59 PM in Rendering

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StevenWaltherMedia
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4 answers: sort voted first

After a bunch of testing, it turned out that the 'blend angle corrected normals' node breaks the material. Deleting it fixed the issue

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answered Oct 18 '16 at 04:40 PM

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StevenWaltherMedia
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Hi Steven,

Why don't you use the UV0 channel of the custom UV's?

Now the reason it is pixelated is because of Unreal using lower precision on mobile by default. Meaning it is not recommended to use high values as a UV input since it will look broken. So my guess is this pixelated effect comes from the fact you are using a Time node in the UV's, which is for low precision fairly high after a couple of seconds. You could use a Frac before hooking your Multiply(Time, Speed) up with your Time input of the panner node.

alt text

Just to clarify what is going on. Frac will return the fractional portion of the given value. Meaning:

1,3 becomes 0,3.

0,8 stays 0,8.

Implementation could look something like this:

 return value - floor(value);
frac.jpg (97.0 kB)
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answered Oct 10 '16 at 07:11 AM

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Roel
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Hey there, I tried adding the frac right after the multiply node, like in the image, and It is still giving me a broken material:

alt text

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answered Oct 11 '16 at 05:35 AM

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StevenWaltherMedia
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avatar image Roel Oct 11 '16 at 02:56 PM

Please post the material or toggle the material stats on and off and post the errors. If you give me the material I can test it on my mobile devices. My guess is maybe mobile does not support that amount of custom uv's.

avatar image StevenWaltherMedia Oct 11 '16 at 03:06 PM
avatar image Roel Oct 11 '16 at 05:22 PM

Hi Steven,

I tested your material on a Samsung Galaxy S7 and an iPad3, both are working fine. Make sure all your texture samplers have an input texture assigned and maybe throw out your Binaries, Build, Intermediate and Saved folders from your project folder, just to make sure it recreates all your shaders.

Good luck!

avatar image StevenWaltherMedia Oct 11 '16 at 10:32 PM

That is really strange, as those screenshots you see are on a Samsung Galaxy S7.

I'll do what you said tonight, and will get back to you!

avatar image StevenWaltherMedia Oct 13 '16 at 03:19 PM

I did what you said, and I was unable to open up my project:

alt text

alt text

Luckily, I backed the files up so I was able to revert and got it working again.

avatar image Roel Oct 14 '16 at 09:35 AM

If this happens it means there is an error in your C++ code. So just open in in visual studio and fix the errors, recompile, and you are done.

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I do not have much experience or knowledge about mobile rendering, but my best guess would be that you are somehow running into issue with interpolators to handle two custom UVs and reflection vector at the same time. Try removing reflection vector from your material, to see if it helps.

At the same time, try to changing material blend mode to opaque.

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answered Oct 11 '16 at 06:35 AM

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Deathrey
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