Distance field material flickering

Hoping someone can take a look at this and tell me if/what im doing wrong. Just trying to make a basic shore line material and tripping at the first hurdle. The issue seems to diminish/go away completely if i reduce the “DistanceMulti”

Any help greatly appreciated.


Can you try it without the divide, it cancels out the multiply?

Just checking, it’s only two meshes, and the one underneath, has nothing under it? ( for now )

checked, Same result.

I deleted out the majority of the material testing (hence the divide and multi, my mistake). with JUST the divide it pretty much identical.

Its weird, it looks like Z fighting but there isnt anything there for it to fight with.

I answered this question EXTREMELY EXTENSIVELY in the last couple of weeks, but can’t find it :slight_smile:

Have you tried it with a sphere?

( I was doing it with a sphere )…

In fact, thinking about it now, I tried it with a cube, it didn’t look good with a cube.

Not at a machine rn, but am assuming that the poly density of the floor mesh makes a difference. Have you tried it with a high poly plane?

You need to focus the field more

Hate to piggy back on this question, but I am also having the same problem, although a bit weirder
Animation

Hmm, that’s something else. Is that occurring with a landscape?

This is occuring when anything nears my plane which is drawing the distance to nearest surface. I am simply taking the node, dividing it by 100, and clamping from 0-1 before outputting to the planes base color. the affect is happening on intersections with the terrain and other objects as well. The plane has “affect distance field lighting” disabled so it doesn’t affect itself, and distance fields are enabled in the project settings. I’m really not sure what is causing this.

I mean, is the landscape trigger the plane material?

Yes, I resolved the issue by simply lowering or raising the plane off of z = 0. not sure why this fixed it but it did.

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