Directional Blur (UE 5.1)
An experiment of Dither Temporal AA to cheese a rather grainy scene blur effect with refraction in a translucent surface material, because Scene Color ignores translucency no matter what, and I don’t know how to edit the UE source code to achieve that. Still in order for the translucent objects to be affected by refraction, their translucency pass has to be changed to Before DOF, which means tiny translucent particles will leave a very visible ghostly trail under TSR.
This is kinda inspired by Alex (Ninja1Zombie1Master)'s tutorial about using dither noise to reduce texture samples for blending, but I am not using Alex’s animated blue noise technique here, because unfortunately the gaps may show up if I stretch the blur distance too long. The built-in dither noise doesn’t have this problem.
https://www.youtube.com/watch?v=dFApswlwsRc
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