x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Distance Field GI artifacts in game

Im assuming this is happening because im using instanced static meshes and not a problem with playing the game, but when i run my game the distance field GI messes up. And it only messes up after initialization and the meshes are replaced with instanced static meshes (its a part of my game). ive used instanced static meshes and distance field GI in other projects and it doesnt have this same artifacting so im not really sure whats going on

on the left is in editor/immediately after starting my game, and on the right is in game

alt text

all static lighting is disabled. heres the settings for my skylight

 Begin Map
    Begin Level
       Begin Actor Class=SkyLight Name=SkyLight_1 Archetype=SkyLight'/Script/Engine.Default__SkyLight'
          Begin Object Class=BillboardComponent Name="Sprite" Archetype=BillboardComponent'Default__SkyLight:Sprite'
          End Object
          Begin Object Class=SkyLightComponent Name="SkyLightComponent0" Archetype=SkyLightComponent'Default__SkyLight:SkyLightComponent0'
          End Object
          Begin Object Name="Sprite"
             AttachParent=SkyLightComponent0
          End Object
          Begin Object Name="SkyLightComponent0"
             SourceType=SLS_SpecifiedCubemap
             Cubemap=TextureCube'/Engine/EngineMaterials/DefaultCubemap.DefaultCubemap'
             bLowerHemisphereIsBlack=False
             Intensity=0.050000
             RelativeLocation=(X=-384.000000,Y=256.000000,Z=119.952881)
             Mobility=Movable
          End Object
          LightComponent=SkyLightComponent0
          SpriteComponent=Sprite
          RootComponent=SkyLightComponent0
          ActorLabel="SkyLight"
       End Actor
    End Level
 Begin Surface
 End Surface
 End Map

i dont know if this is a bug or some setting im missing but i really hope epic fixes this if it is a bug. im holding out hope for distance field GI since it seems to be a promising dynamic GI solution, and realtime GI has been the only feature really lacking from UE4

Product Version: UE 4.8
Tags:
untitled-1.png (629.6 kB)
more ▼

asked Aug 13 '15 at 04:32 AM in Rendering

avatar image

Ensaides
86 8 11 20

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hi Ensaides,

For the moment DFGI has been abandoned and never really made it out of an experimental state. So there are going to be issues with it unfortunately. It's not known yet if we will revisit it in the future, but that is always a possibility.

You can read more on DFGI's status in this thread here: https://forums.unrealengine.com/showthread.php?69307-The-state-of-Distance-Field-GI-in-4-8/

I did do a quick test in one of my test projects for Distance Fields in 4.9 and I'm not seeing any difference between Instanced meshes in a BP or single placed static mesh.

Thank you!

Tim

more ▼

answered Aug 13 '15 at 04:24 PM

avatar image

Tim Hobson ♦♦ STAFF
48.9k 887 101 877

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question