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):
Closer look on grass, FXAA:
Closer look on grass, TAA:
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.
answered May 25 '17 at 10:41 PM
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