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The Noise Material Expression is rendering values well outside the Min and Max Range set in the Expression node.
Also Reproduced in Main Promotable-CL-2469752
Alerted the user to suspicions and suggestions as discussed in email (see below for reference) and user is reporting that the using the same high value position in a Custom node with an input called EvalPos and with the code
return SimplexNoise3D_TEX(EvalPos);
you will get results that are correctly between -1 and 1 (Tested and confirmed in Main)
===from email conversation, for reference only===
"I wasn't aware of this but it might be because of multiple floating point operations result in a very low precision result. e.g.
1000000.2 - 1000000.1 in float is not exactly 0.1.
Some methods use texture interpolation hardware which is even less precise.
I suggest to try the different nose methods, reduce the input number range (frac, relative to object center, scale down, ...)
or clamp the result.
There might be a bug but I wouldn't be surprised if large numbers can cause issues.
The methods have different properties but none is perfect - maybe we can improve on that issue.
I assume the min and max in the noise expression are set to the defaults.
Martin"
RESULTS: value of 3.## showing
EXPECTED: a value between 1 and -1
Head over to the existing Questions & Answers thread and let us know what's up.
4 |
Component | UE - Graphics Features |
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Affects Versions | 4.7.3, 4.8, 4.14 |
Created | Mar 31, 2015 |
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Resolved | Feb 21, 2017 |
Updated | Apr 27, 2018 |