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Distance Field AO Funk?

I was checking out the DFAO randomly this morning and was kind of noticing that the visualization didn't entirely match up with what I was seeing in the final scene composition. So I played around with the clipmap distance exponent to get it really exaggerated and, with a black occlusion tint, the scene looks like this:

Black-tinted DFAO with exaggerated settings

And here's the scene with a green-tinted AO.

Greeb-Tinted DFAO with exaggerated settings

NOTE I could potentially see this as a byproduct of the tonemapper/eye-adaptation, but it still seems that the black-tinted AO should show up given the extreme presence of the green.

Also worth mentioning: movable directional light, movable skylight.

Product Version: UE 4.15
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asked May 02 '17 at 02:41 PM in Rendering

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avatar image mittense May 04 '17 at 07:17 AM

Per Sir Tim Hobson's request, here are a couple more screens (again, I have the cvar "r.AOGlobalDFClipmapDistanceExponent" jacked up pretty far (32) just for testing this):

Visualize Distance Field AO: alt text

Visualize Mesh Distance Fields alt text

The rest of the results are the same as the originally-posted ones.

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