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Distance Field Edge Blending

Hi!

I’ve created a material function that blends the edge of the material. This is great for smoothing out the transition between rocks and the ground.
It only uses dithering so it has great performance.

demo.jpg

Screenshots before/after (Remember to view in fullscreen)

How to use

  1. Create a new Material Function.
  2. Copy the code below and past it in the editor. Connect the If-output to the Output Result.
  3. Open the material of the mesh you want to blend.
  4. Add a MaterialFunctionCall and select the function you just created.
  5. Connect the output to PixelDepthOffset of that material.
  6. Make sure your mesh has Affect Distance Field Lighting turned off.

PS: Remember to set Generate Distance Fields in project settings to true.


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editor.jpg

Thank you! What did you use for the texture input?

Locks very nice, thx!
Do you think it’s possible to remove the black artifacts or reduce their size?
I’ll play arround with it and post my results.

There is no texture input, just a dithering mask.

What black artifacts? Do you have any screenshots?

Thank you a lot for sharing this.

Is there a way to make a workaround without deactivating the Distance Field Lighting?

Here is another good example of the effect. https://imgsli.com/MDQyNw

ON/OFF

5.2.jpg

5.1.jpg

And here is the difference between the two.

5.3.jpg

DistanceToNearestSurface doesn’t differentiate between itself and other objects. So if you don’t turn it off for that object you get artifacts/blending where the object occludes itself.
So I don’t think that is possible.

Makes sense.

This is a bit expensive for a dynamic setup anyway… So i guess it’s even normal that you deactivate the DFL.

Thanks a lot for sharing it, Hallatore.

Very nice share! Thank you!

Updated the material to adjust based on camera distance, and tweaked some of the logic. I really like the result! :smiley:

6_off.jpg
6_on.jpg

Just wondering -

Whats the loss? FPS/MS with/without?

Can this be done in version 4.11? I can’t seem to get this to work. I’ve followed every step exactly as put. Could you post a screenshot of your material editor?

I get 90/93 FPS with/without the function.

I’m not sure. I’m on 4.15, haven’t tested earlier versions.
The MF screenshot is further up. And in the rock material I just call this MF and link it with PixelDepthOffset.

Do you see anything if you click View / Visualize / Mesh DistanceFields? I think there has to be at least one object there. I had some weird behavior if the scene had no objects in the distance fields.

I don’t see anything when I visualize Mesh DistanceFields. Could that be the problem? I already have the box checked next to generate distance fields in my project settings.

Figured out my problem! :slight_smile: I needed to increase the distance in my MF and change the texture output to a noisy image I’ve made it PS.

http://i1104.photobucket.com/albums/h329/SWolf89/ScreenShot00005_zpssoad9i2j.png

Hi! Forget about my post, works very well!
Thx for sharing!

Concerning the performance, it should be possible to add a material without PDO and/or reduced distance field resolutions for lower LODs.
Unfortunately I don’t have much time this week to test it, maybe by end of the week. Just an idea.

I’m wondering if it’s theoretically possible for DistanceToNearestSurface to exclude the distance field of itself. Or if the whole distance field is one big volume so you can’t differentiate between.
Would be nice to get this feature to work regardless of the object itself has distance fields turned on or off.

Maybe @RyanB or @DanielW knows?

There’s only one global distance field which you access with DistanceToNearestSurface and it costs a lot to build and maintain. That said we could implement something like distance field channels as a project setting (so you only pay the cost when enabled).

Putting the landscape in a channel would open a lot of nice little possibilities.
Right now the biggest problem is that DistanceToNearestSurface also checks against itself, so you get artifacts with the edge blending method above.

can this be used with flat meshes, (roads, airport runways, …etc ) ?