I followed the document,using a movable skylight ,which extremely lit up my interior,and the DFAO mainly affect the corner with tons of artifacts.The distance field resolution scale is set to 10,is it still too low ?
what I expect is a very dark interior with very subtle GI since there is no direct light in the room.The only light source is a directional light.
When I was using the stationay skylight and baked the GI and shadow,it all works very well.Does it mean the DFAO is not suit for this situation?As it is a new tech in ue4,I cant find enough paper or tutorial on this.
This is a simple enclosed box with default settings for my movable skylight with Distance Fields enabled. I’ve disabled auto-exposure here. This is how I would expect it to look.
If you suspect auto-exposure you can try adding a post process volume. In its details panel set it to be UnBound by checking the box. Then in the Auto-Exposure section set the min and max values to 1.0.
ok,never mind.I realized that it was because my wall is too thin,and the light is bleed in.After I adjusted the model,it’s all right now.
And I found that when I’m using a open box room exported from maya,the stationary and movable skylight looks similar.But if I use the basicCube in ue4 to build a room,the movable skylight lit up the scene greatly,even after I put a blackbox outside trying to block the light…It doesn’t work.
If you’re using the basic cube and non-uniformly scaling the mesh to act as your walls I would expect this to be the case. Non-uniform scaling is not supported by distance fields. It’ll still work, but expect artifacts or issues to be caused by this.
Whatever the scale of the mesh in your modeling program is can be OK. Within reason of course. Distance Fields do not work particularly well with large meshes. They are intended for small to medium scale meshes.
When you import the mesh with a project using Distance Fields the mesh will generate based on the scale of the mesh. If you place that mesh in the world and scale it from that point there will be issues.
If you want to do a simple test you can Place a simple cube in your level with DF Ray traced shadows enabled and then scale the cube along a single axis. You will see that the shadow will start to appear skewed or incorrect.
Finally I found something useful. Now that I read that I cannot use non-uniformly meshes, I tried for example with some cubes put it together to build a wall. But the same happens, some artifacts like if it was a single piece but scaled. So for example like in fortnite they built the houses with many pieces and not just a single one. How can they not have artifacts?