I just started experimenting with UDK again, and I'm noticing some artifacts in my render. I just did a clean installation of the November UDK with a blank project, and so far all I've done is set up a post processing chain and created an experimental shader. The shader converts the output to look like terminal ASCII art. I'll go ahead and explain the artifacts I'm getting with images.

In this first image, you can see along the top and down the left a 1 pixel wide artifact. It looks as though the original image is leaking through here. You can maybe see it better in the zoomed section.

This one is not visually noticeable, but I picked up on it in Photoshop. I manipulated the image to bring out in red the areas where there is some deviation. Basically the areas in red have one or more of their color component off by a value of 1 or maybe 2. It's sort of a splotchy pattern that seems to form around edges.

This is the texture which stores my bitmaped fonts. I'm basically just sampling the Scene Texture, and using the luminance value to index into this texture the appropriate ASCII character and sampling to display on the screen. The font texture only contains 100% black and 100% white pixels, and everything is 1:1, so the output image should also contain only 100% black and 100% white pixels. I have no idea what is causing these "splotches".
I don't think that my shader code is very relevant so I'm not going to bother uploading diagrams and code. Other than enabling my post processing chain under world setting, I have not done anything else to this project.

In this first image, you can see along the top and down the left a 1 pixel wide artifact. It looks as though the original image is leaking through here. You can maybe see it better in the zoomed section.

This one is not visually noticeable, but I picked up on it in Photoshop. I manipulated the image to bring out in red the areas where there is some deviation. Basically the areas in red have one or more of their color component off by a value of 1 or maybe 2. It's sort of a splotchy pattern that seems to form around edges.

This is the texture which stores my bitmaped fonts. I'm basically just sampling the Scene Texture, and using the luminance value to index into this texture the appropriate ASCII character and sampling to display on the screen. The font texture only contains 100% black and 100% white pixels, and everything is 1:1, so the output image should also contain only 100% black and 100% white pixels. I have no idea what is causing these "splotches".
I don't think that my shader code is very relevant so I'm not going to bother uploading diagrams and code. Other than enabling my post processing chain under world setting, I have not done anything else to this project.
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