Hey folks!
I have experience with HLSL and shaders within Unity, but I’m trying to learn Unreal. I’m working on a gas giant shader and am running into some frustrating artifacts with my flow map. I’m hoping someone with more experience can point to something I’m missing, or perhaps explain what and why this is happening so I can try to work around it. Here’s some deets:
- Created the flow map in Flow Map Painter
- Flow map uses Vector Displacement map compression (when I change this setting, the result is MUCH worse)
- Flow map has sRGB unchecked and is set as Linear Color sample type in material editor
- Texture map is default imported, but I did add a gaussian blur on the texture because it was kind of pixelated which wasn’t doing me any favors
My thinking right now is that I’m noticing it seems the artifacts are worse if I paint over something more than once in Flow Map Painter (maybe the issue is user error in that program?). OR there’s something I’m missing in the compression settings, maybe it’s similar to smooth vs faceted normals but on a per-pixel basis (is that even possible?). Maybe I just need to tile the flow map so that the artifacts appear so small they don’t really matter anymore. Either way, thank you all for any insight you can offer!