Hi There,
I am building a procedural kaleidoscope shader in unreal engine, but I can’t figure out how to remove these pixellated artifacts. With or without a texture it appears the UV manipulations in my graph are creating this pixellated look where as I would like it to be very smooth so I can even do some WPO in the material. Attached is a screenshot & video to show whats happening:
https://youtu.be/QEg8vRslOAs
As you can see as the effect dilates it starts to pixelate.