Big fan of Cinemachine, working on my first animation.
There’s a flickering around the edges of gameobjects and I am looking for a solution to reduce it.
The animation is using Post Processing with Virtual Cameras.
What I’ve tried so far:
Change/reduce clipping distance.
Different settings of Antialiasing, Ambient Occlusion and other post processing filters.
The objects are all near the origin (less than 2000 units)
Could it be a performance issue? (Laptop with GeForce 740 GPU)
This certainly isn’t a Cinemachine problem, it’s a rendering issue. That said, rendering is dear to my heart and I know exactly what this is so let’s answer here.
It’s almost certainly an antialiasing situation. This is looks to be a great torture test for it as that trestle geo is hovering around just under a single pixel width and the object is rotating which will cause a lot of ‘dot crawl’ on the object.
You’ve basically created a perfect worst-case scenario for antialiasing. Here are your options:
If you’re using the Fast Approximate Anti-aliasing, then crank it up to Extreme Quality
Or try the Temporal Anti-aliasing
The higher the quality, the higher the cost. Not sure if you’re rendering out movies or making a game, so try those out.
Last option, if you’re making videos, render out at 4K then downsample to 1080 in your fav movie editing program. That helps a lot and is a trick we often use to get things looking smooth.
Basically what’s happening is that the renderer wants to draw pixels which are around 1 pixel in screen size and as the objects move, the pixels flicker on and off trying to represent the geometry.