Material Question

is anyone here specialized in the anti-aliasing methods for unreal engine 5 (5.4.4 ) default is TSR , others are taa,fxaa,msaa taa/tsr = temporal (frame analized) msaa (with forward shading) is per pixel based, using msaa is only one way i can avoid the temporal smearing we all loathe (view port is blurry while moving) with using MSAA and not the defered method, the material setup is rather limited and basic. however i can still get RVTs working however the material options kinda bug out depending on what format you spawn static meshes with those materials (landscapelayer grass not ok, foliage tool ok.... go figure) . anways. question is. the dash material pipeline can this work with MSAA ? mainly the material blend tool from materials and RVT setup ?
3 Replies
DanielFreden (Dash for UE5)
heya @crackshot 🙂 I don't understand your question fully, but here is some input from our material guy, I hope it helps! 👏 "So this link should answer his question. https://dev.epicgames.com/documentation/en-us/unreal-engine/forward-shading-renderer-in-unreal-engine But, basically, when using forward rendering you should avoid having a lot of samples. And as he might know already, our BlendMaterial uses quite a lot of them. That's why it looks off. He might be able to solve it tho! So this is what he can try: Once he has chosen what materials he will use on his terrain, he can go to the MasterMaterial and convert all the textures that are "Texture Sample" to "Shared Wrap". This should hugely reduce the amount of samplers used and MSAA could work correctly. But this is not guaranteed to work 100%. Which is why Epic recommend TSR/TAA, even tho they are not the best."
Epic Games Developer
Forward Shading Renderer in Unreal Engine | Unreal Engine 5.5 Docu...
Describes the advantages of using the Forward Shading Renderer in Unreal Engine.
crackshot
crackshotOP6mo ago
Ahh yeah the old shared wrap trick, cheers.

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