Hello There,
I’m constructing a procedural kaleidoscope shader in unreal engine, however I can’t work out the way to take away these pixellated artifacts. With or with out a texture it seems the UV manipulations in my graph are creating this pixellated look the place as I would really like it to be very clean so I may even do some WPO within the materials. Connected is a screenshot & video to indicate whats taking place:
As you may see because the impact dilates it begins to pixelate.
Appears to be like like a stretched aliased texture within the picture.
Is the sort of pixellation the identical wither or not a texture is used or not?
Looks like it?
Is it hardcoded into the engine for efficiency causes?
In case you’re utilizing panner nodes, be sure to tick the “fractional half” field, it’ll cut back issues brought on by floating level precision errors