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I have smoothing groups enabled in Blender's FBX export settings, so they should be there. I can't find a way to tell if they've been imported correctly from wi
by mintplant 10y ago
I have smoothing groups enabled in Blender's FBX export settings, so they should be there. I can't find a way to tell if they've been imported correctly from within UE4. The model is here, if you're willing to take a look at it: https://www.spinda.net/files/number6.fbx https://www.spinda.net/files/number6.fbx
I switched from Temporal AA to FXAA because it interacted oddly with the changing Static Mesh. When it switched from one number mesh to the other, the new one would jitter and sort of dissolve in until it settled out. I have another object with a texture that rapidly changes, cycling through a set, and Temporal AA causes ugly artifacting there which settles out once the texture stops changing. (This happens both with texture streaming on and off.)
edit: video of what I'm talking about - https://www.spinda.net/files/temporal-aa.mp4 https://www.spinda.net/files/temporal-aa.mp4
- cma 10y agoTemporal AA can have issues with scrolling textures and stuff. I think there is a setting on the material to disable temporal AA around that area, but it may only be for translucency. For a sort of flipbook mesh like that I could see it happening too. Not sure what your best option is. You can change around some variables on how big the temporal AA history filter is, but if you lower it enough to get rid of all that ghosting you may end up as bad off as the 2xMSAA in terms of how much AA you actually get out of it. Your best bet may be trying a higher level of MSAA, r.MSAACount will control the level of it. With really dense meshes it can begin having a high cost.
- mintplant 10y agoYou were right about turning down Temporal AA ending up with worse results than 2xMSAA. MSAA with r.MSAACount = 4 is a huge improvement, though: https://www.spinda.net/files/4x-msaa.mp4 https://www.spinda.net/files/4x-msaa.mp4 Thanks for the help! I'll go forward with this for now and see if I run into performance issues. Around how dense is "really dense"?
- cma 10y agoIf you look at the quad complexity view and that will give you a good idea. That will start getting red when your triangle edges are dense within a 4 screen pixel area and I think it will match up pretty close with the MSAA costs.