For some reason when the light hits a very reflective surface, it scatters along in visible pixels. To add more, when moving the camera further from the mesh, it begins pixelating even more.
No I haven’t, I just plugged the textures in the material node and that’s it. I added multiply and scalar parameters to change the roughness maps and that’s it. It’s strange because even the materials in the starter content folder looks like this.
Only the very reflective materials. I tested to see if the Steel material from the Starter Pack is affected as well and yes it is. The textures have basic configurations, I tested them in another unreal project and they are fine. I think it has something with the rendering settings, however the Project settings are the same to any other unreal project I have. I changed each and every setting just to check if the problem can be erased but unfortunately it didn’t work.
I noticed that when you move the camera, some sort of grain effect moves too. I disabled the grain effect in the post processing volume but the problem still persists. Apparently it happens only when the light barely hits the surfaces. When you place the meshes to a light source, the problem disappears but when the mesh is in a shadow-ish place, the strange phenomenon activates again.
Do your UVs on the meshes seem normal? Here’s a video from an older issue I helped with, let me know if your textures also react as the ones in the video do: - YouTube
It was a texture for landscape but it is the effect I am trying to get a grasp on that you are seeing so the video should suffice for a demo without me needing to make a new one to upload…let me know, the reactions are around the 10 second mark and you’ll see as the camera moves they go crazy…is that the same effect you are seeing?
Yes, something like that but it’s way more subtle. My UV’s are standard and economically packed. I doubt it’s because of the UV because when I tested the meshes in another ue project, the effect wasn’t there.
But still, may I ask if you could please tell me how you fixed that issued presented in the video? I think it’s worth giving a try.
Do you have a sphere reflection capture in your scene? What is the specular settings in the materials?
Looking back in my notes that issue was solved through the textures and adjusting AA…if the textures work fine in another project that limits the cause to your current scene so we should start narrowing down what it could be.
In your level viewport, click on the view mode button (Lit in your screen shots) then at the bottom you will see Exposure click that and in the sub menu select Fixed at Log 0
It looks like noise indeed but I didn’t add any noise parameter in the material editor, i don’t even use the specular input.
I don’t have any idea either but thank you very much for the time given to my problem. I really appreciate it! I will surf the internet some more to find something that can obliterate this phenomenon.
Try giving the specular an arbitrary value of like .5 from a float constant…we know whatever the cause is it is only in that scene and only in the shadows or near shadows