Distance Field Soft Bodies

Cool! Let me know if you run into any issues :slight_smile:

Ah! That explaines the strange results I got at positive location. They all seem to be 0, unless you are inside another distance field, which now that you explain it makes a lot of sense. The colliders are less than half of the actual sphere size. It probably sees it as the nearest surface since you are inside it, which is closer than your own surface since you can’t get inside yourself.

Make sure you are working in the master branch from GitHub. It’s Unreal 4.9.0.

I though this idea was cool, so I made it for you. Hope you like it:

Here is the overview:

I would still suggest also looking into using the depth texture, since it makes more sense from a natural standpoint to base the distortion based on the distance behind the object from the viewers perspective. It also has the benefit of not needing DX11. But I can understand how the distance fields help to make an effect like this more gameplay consistent with distance fields. Especially in multiplayer.