Has anyone tried this?
We don’t do any kind of baking, because 1) we want to look at what we do at different times of day, 2) we frequently swap out models to try new things and 3) we can’t be bothered to do clean lightmaps.
Distance field shadows is apparently a new thing created for Fortnite, but has anyone tried it with architecture? From our testing, it doesn’t seem to handle thin walls and roofs very well:
First, here’s standard sceen space AO. You can see that it doesn’t fill large cavities like the entrances very well at all, but is very good at other things like the aisles between the seats.
Here’s the distance field AO. It works very well on the entrances, but note how the left part of the roof doesn’t get any AO at all. That’s because the thin roof didn’t get any distance field volume generated for it, regardless of resolution setting.
And here’s how it looks with distance field shadows only (cascade distance it too close to show up here). The right side of the roof does cast a nice shadow, but still unfortunately gets very blotchy distance field AO.
And that nasty AO still stays when you view it up close, so even if you get good shadows, you can get sabotaged by the AO.
I’ve noticed that object scale impacts distance field shadow resolution almost greater than the shadow resolution setting itself.
Object size also has an impact, and this stadium roof is split into several sections to get smaller objects.
However, very thin objects, regardless of size, almost never gets good distance field shadow generation (I have some really bad examples that I can’t show publicly).
Has anyone had any better luck with this?