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DistanceToNearestSurface "snaps" brighter if camera is near

Hey there, I'm using the DistanceToNearestSurface for a material, but I encounter a weird problem. To show this, I hooked the distance field up directly to Base Color (my material is translucent, Opacity is not set here).

How it should look (camera is more far away): alt text

If I move my camera a bit more towards the plane: alt text

There's no transition, it instantly "snaps" to the bright version. In my full material, I multiple the distance field with some masks to overlay a grid, but the grid is getting much brighter if the camera is close, which looks weird. Any ideas?

Thank you!

Product Version: UE 4.19
screenshot-1.png (596.7 kB)
screenshot-2.png (761.9 kB)
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asked Jul 11 '18 at 12:07 PM in Rendering

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avatar image iUltimateLP Jul 11 '18 at 02:46 PM

I tried disabling my exponential height fog, and the problem seems gone. However, I need the fog :(

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