Issues with the material texture leaving trails of the itself with movement

Hi everyone! I’ve had this problem for some time now and I don’t know how to fix it or what’s causing it since I haven’t seen anyone else encounter this issue.

Whenever I use transparency in materials in which the texture is moving, it leaves trails of pixels behind, making it look sort of like a low quality video. Here’s an example:

TornadoError-ezgif.com-resize

This is how it looks from the level editor, playmode and material editor. It mostly happens when using masked materials for stylized effects but translucent, additive and even opaque blend modes have had the same issue (though less apparent) when the texture is animated. The only way it doesn’t appear like this is using sequencer to film the scene, unlit view mode or from Niagara’s viewport.

Has anyone ever come across something similar or knows what could be causing this? It’s really hard to iterate or asign values to the parameters without being able to properly see the outcome :worried:

Thank you!

This looks like a case of Temporal Antialiasing artifacts!

Try disabling AA and see if that solves it :eyes:

Yep, that’s definitely temporal AA artifacts.

Assuming this is using UE, you can try turning on Responsive AA in the material’s settings which will disable temporal AA for the pixels that effect renders to which will prevent that streaking.

Alternatively you can abuse World Position Offset with a Previous Frame switch and enable Output Velocity. You then have to offset the mesh to mimic the texture panning, effectively rotating the mesh by how much the texture is scrolling and offset it along the bitangent for the vertical panning. Basically a hack to set the velocity buffer the temporal AA uses to match the texture panning.

2 Likes

Advanced hacking FTW.
hehe.