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Distance Field broken with Landscapes
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Samuel Brunner repliedI have this problem in 4.23, in the visualizer, i can see only 2 mesh i added to the character pb, i don't see it on landscape, or on character mesh
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Aphexx100 repliedsorry for unearthing this thread. but i just have to say "THANK YOU" this cvar saved my life. we still use 4.19 so this was great knowledge
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wilberolive repliedYes please. I actually looked for that option on the landscape before posting on the forum as I saw the static mesh had it.
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DanielW repliedI am going to add a bAffectDistanceFieldLighting to landscape so you can control this like you would on any static mesh, instead of using a global cvar.
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DanielW repliedIs there any side effect to turning this off for the landscape? I mean why is the landscape in the global distance field and what do I lose by turning off?
So I put it in the Config/DefaultEngine.ini file of my project and that seemed to work. Is that the correct place to put them on a per project basis?
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wilberolive repliedDanielW - I’m using the latest 4.18. Is there any side effect to turning this off for the landscape? I mean why is the landscape in the global distance field and what do I lose by turning off?
On a side note; I know you can put console variables in the Engine/Config/ConsoleVariables.ini, but then that affects every project. So I put it in the Config/DefaultEngine.ini file of my project and that seemed to work. Is that the correct place to put them on a per project basis?Last edited by wilberolive; 03-07-2018, 07:32 PM.
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DanielW repliedWhat version of the engine are you on? In older versions (can't remember exactly when) we didn't used to put landscape in the global distance field, which is what DistanceToNearestSurface looks up. Nowadays we do, and there's a cvar to control it: r.AOGlobalDistanceFieldRepresentHeightfields (set to 1 by default).
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wilberolive started a topic Distance Field broken with LandscapesDistance Field broken with Landscapes
So I followed RyanB and DanielW advice in their posts here.
https://forums.unrealengine.com/deve...153#post491153
I created a material with the DistanceToNearestSurface divided by 1000 and plugged into the Emissive channel. I set this material to both a landscape and a Floor static mesh (withAffect Distance Field Lighting turned off) to test. Finally I added two box static meshes to the scene and here is the result.
As you can see, the distance field works fine on the Floor static mesh on the right, but is broken on the landscape on the left.
You can see here that the mesh distance field looks correct.
However, if I look at the global distance field, what is this?
The landscape is a big blob in there, so I have a feeling the material is picking up on some distance field information from the landscape itself from this global distance field. Is this intentional or a bug?
I couldn't find an Affect Distance Field Lighting option to turn off for the landscape, so is there some way to stop it adding to the global distance field?
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