I'm having issues with foliage flickering/sparking in my camera sequences (it's fine in still shots). I have a lot of foliage (grass, leaves, plants etc. using alot of alphas) and the sequence looks like shit.
My thoughts were that this was mip map related.
(My knowledge of mip mapping is limited to what is on the pc wiki.}
So I changed LOD Bais (try everything from -2. to 2) and no change. I fucked around with the LOD Group, that didn't seem to do much either. Also tried changing the mip gen settings (I didn't create custom mips).
Perhaps there's something I'm missing?
My next though was it was alias related.
I enabled DX10, and changed the maxmultisamples to 4 (I'm running xp, I read DX10 doesn't work with xp... but wishful thinking I guess) that didn't help either.
All of my textures are pretty well padded... green leaves have green bg etc.
When I watched youtube vids of other udk scenes, I don't see this flickering/sparking. So I image this is something noobish that I'm just missing. That and I can't find anyone with this exact issue through google....
Dose anyone have any idea how to minimize/fix this issue?
Is there something I can do to postprocess to help minimize this?
Is there a step that I'm not aware of...?
Perhaps this has already been covered somewhere and I'm just using the wrong terminology in my searches?
I apprecaite any insight!
Replies
Isn't there anyone who knows what it might be? Theories, ideas, anything?
If it's just the regular aliasing problem then it will always be there as long as you use Blend_Masked, blend mode. You can reduce it by enabling FXAA, but the result will be a little bit blurry. You can go with Blend_SoftMasked to reduce it, but it will be more expensive.
DX11 has antialiasing for masked materials but I haven't had the time to look into this yet.
Other than that I found no info on the subject. It's almost as if the material adds a backside to the material, being un-illuminated, and showing up in a shade of black (like you would normally see in 3ds max when you don't have backface culling enabled)
At the same time, it copies and inverts the mesh, giving you a correctly lit backside of the plane, or whatever you're now using. Which in turn is z-fighting with the unlit backside.
It just sounds completely bonkers, and I don't see why one would possibly want to do anything like it. But it's the only explanation I've managed to find so far. So, to me it seems as if it's some sort of bug, occasionally appearing, depending on whatever variables.
Cheers
http://vimeo.com/34948550