The SceneColor node behavior changed in 4.17.
Previously on 'every' draw call that sampled SceneColor it would make a NEW copy of the current SceneColor and then sample the copy. This is very expensive to the point that you shouldn't use it in production, and causes severe issues with doing parallel rendering on the translucent pass. Now the SceneColor node makes a single copy after Opaque rendering and all translucent materials sample that only via the node.
Translucent meshes and particles behind an actor who's surface material uses SceneColor node are not rendered properly. Changing the view angle of the camera causes the translucent meshes to "pop" in and out of view. (see attached video)
This affects 4.17.1 and the 4.18 Preview
Regression:
Yes - Translucent meshes were always visible behind object with SceneColor material in 4.16.3 (CL 3561208)
Result:
Depending on angle / distance, the text behind the box will vanish
Expected:
Text is always visible though the cube
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Head over to the existing Questions & Answers thread and let us know what's up.
10 |
Component | UE - Graphics Features |
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Affects Versions | 4.17.1, 4.18 |
Created | Sep 22, 2017 |
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Resolved | Sep 26, 2017 |
Updated | Apr 27, 2018 |