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FXAA -/ TAA is making either foliage or procedural materials not usable.

I'm not sure now if it's an actual problem for anyone, or it's just me being slow on understanding and asking to be spoon fed. But i have this problem for more than a year by now. See my original post here.

So when i'm trying to use the FXAA or TAA on a scene with foliage and procedural materials i'm not able to get any acceptable results for either one thing or another. When i'm using the FXAA - the foliage is looking nice and crispy, but then the procedural materials are showing some heavy moire effects. But if i switch to TAA the materials start looking good, but the foliage turns into an "unreadable" goo mess. I searched forums and the Answerhub, as well as the other UE4 related resources with no luck finding any helpful answer on this. I think i almost got a rather alright result on 4.15 by setting the r.Tonemapper.Sharpen >=1, but then it went back to this bad quality when i moved to 4.16. I also tried playing around with SSR, but with no noticeable result on this particular matter. And i assume there is no way to turn on/off both - FXAA and TAA just for the specific materials, right?

A few examples following, please ignore the dithered shadows and the grass position:

FXAA, overall plan (see the moire):

alt text

The TAA:

alt text

Closer look on grass, FXAA:

alt text

Closer look on grass, TAA:

alt text

Please help.

Product Version: UE 4.16
Tags:
fxaa1.jpg (510.4 kB)
taa1.jpg (425.7 kB)
fxaa2.jpg (628.3 kB)
taa2.jpg (604.4 kB)
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asked May 25 '17 at 10:29 PM in Rendering

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Ashh111
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2 answers: sort voted first

TAA is know to be quite problematic with grass-like objects. You can tweak it it slightly to get somewhat better results, but you won't cure the issue fully.

As for moire on brick wall with FXAA, It seems to be cause by quite repetitive brick pattern, which is quite high frequency. In fact such pattern can cause issues with any kind of filters/ image processors, not only FXAA.

Consider making your brick texture less repetitive.

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answered May 25 '17 at 10:41 PM

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Deathrey
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avatar image Ashh111 May 25 '17 at 11:02 PM

Thanks for the answer Deathrey! But what should i do? I'm getting the same looking moire effect for the most of my material collection that i prepared for the game i'm working on. I'm aware of the known Bayer matrix effect in in the photography, and this is the reason why i went with buying the Fuji "3 points" sensor camera. The materials are supposed to be used as the master materials, used then as instances for a huge vary of meshes. Making them less repetitive is about making them more large scale - thus non procedural and unusable.

I also tried changing every parameter in TAA in every way but with no good result. See, i spend more than a year trying to solve this. Maybe it is still possible to turn on/off different AA methods for the materials somehow?

avatar image Deathrey May 26 '17 at 07:42 AM

https://en.wikipedia.org/wiki/Aliasing

The brick wall in this article is quite alike yours. To be fair, you do not really have many options here, unless you are planning to dive into science and invent some kind of new algo for AA.

For practical purposes, you have to either deal with texture pattern, or try to minimize grass blurriness and accept it to some degree. Might as well try MSAA. You can search the forums a bit regarding reduction of blur for grass. There were several posts about improving it.

Making them less repetitive is about making them more large scale - thus non procedural and unusable.

That is not entirely true. In fact simply changing tiling would only offset the distance at which you start to notice moire. You have wide selection of tricks here, ranging from variating color and shape of the bricks subtly to fading to more flat version of the texture and flatter normals with increasing range.
avatar image Ashh111 May 26 '17 at 12:35 PM

Actually thanks. I don't know how did i missed the Depth solution for the FXAA. Too bad that the TAA is not much usable though.

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