Patchy Distance Fields, whats wrong?
Since distance field shadows are a thing, I have never been able to create models that cast proper shadows.
To illustrate I attached the visualization and resulting look from a roof mesh for a model I'm making. Increase/Decrease in geometry didn't do anything. Increase in the resolution scale did bring some improvements but nothing to write home about. Extruding the mesh so that it's double sided did improve it somewhat but at steeper angles the shadows where still inaccurate.
Looking at the models that ship in the Epic demos, they all have these spotless Distance Fields so I know it's possible.
Are there any tutorials out there on how to model with distance fields in mind? What are the main things one must look out for?
Thank you for your help.
Ps. Under product version I listed 4.8 preview but it's been happening with all versions.
asked May 20 '15 at 09:41 AM in Using UE4
I've tried to reproduce this on my end, but I cannot get the same results, even with a simple long plane mesh.
If you want you can attach the asset and I'll have a look on my end to see if I can offer some pointers.
As for limitations and developing assets with Distance Fields in mind you should have a look at the documentation for Distance Field AO and Distance Field Soft Shadows. A lot of the limitations listed between these two carry over to each other. There are some things that are specific to DFAO or DFSS, but mostly the limitations are similar and should be adhered to.
Let me know if you have any questions.
answered May 26 '15 at 08:25 PM
Tim Hobson ♦♦ STAFF
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