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Temporal antialiasing issues


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Posted

Hi,

I have some issues with temporal antialiasing (only when is on) in the planar reflection (please see attached image). When moving fast I have some black ghosting of the objects. These are external object for which I do my own rendering. I have a material setup with <state name="dynamic">0</state> so I don't output to velocity buffer and let Unigine do the static velocity buffer. I also tried to mark the material as dynamic and do my own velocity buffer out which I did and it worked correctly for non reflected (normal geometry) but with the same effect on reflection. Any idea what may cause this? Is this a normal artifact of your TAA algorithm for reflection? How is the TAA different for reflection? Wasn't it support to not be computed at all?

Another, related question, what are the objects with non dynamic (static materials)? Objects that don't animate their geometry? I see that for those the velocity buffer is not outputted and instead the static velocity camera pass is done.

Kind Regards,

Adrian

VSTEP

 

 

taa_ghosting.jpg

Posted

Hi Adrian,

Which SDK version is that? Reflections are missing all the post effects due to performance.

Unfortunately, it's currently hard to tell what is causing this without a test scene. You can easily check this behavior on a regular ObjectWaterGlobal with planar reflections and our internal objects. If there is the same artifact, we will check and see if it can be reduced.

Thanks!

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