DFAO resolution per instance

Hi

I am having problem with DFAO. I am trying to set resolution 0 for the first 3 LoD (0, 1 and 2) and for LoD3 =1 (which is basically billboard) I even tried using distant field replacement mesh. So far only LoD0 controls DFAO for all LoDs.

The reason i am trying to do that is that DFAO darkness my trees too much (picture) and if I turn off DFAO house interiors look too bright and unreal (Scrn_02). Another way to remove darkened trees is to set DFAO resolution per tree mesh to 0 and than trees are not too dark but than I loose all distant field shadows (Scrn_03). We are using SpeedTree for the trees. Is this a bug and if not is there a workaround to have DFAO calculated only on LoD3?
For instance, Cryengine uses negative lights to darken certain areas like house interiors without the need to turn darken AO too much. Can UE4 implement similar effect like negative light in CE. I have put some screenshots below to point out problem(s).

Hi Svarc,

Distance fields only support the base LOD.

To see how this was handled with the “Boy and His Kite” Open World Demo that Epic released you can reference the Foliage section in the Distance Field Ambient Occlusion documentation. You can also download this project from the Learn tab in the Launcher to see how it was handled there as well as this project uses Distance Fields extensively.

Thank you!

Tim