Distance fields issue

I’m absolutely starting to lose my mind. I’m trying to fix distance fields for correct lighting and ambient occlusion, but nothing is working. I have a simple wall mesh, and even though I’ve tried everything — like increasing the distance field resolution scale and enabling two-sided generation — nothing seems to change. I’d really appreciate some help with this, because I’ve been stuck on it for a while.

Hello there @AdamGaming_CZ !

Checking around the community, another thread had a similar issue to yours:

From their findings, combining mesh distance fields with two sided materials will result in the effect you are seeing. The solution should be to disable Two Sided in your wall material, make sure you hit “Apply” on the changes, then force regeneration of the distance fields, either by making a small change on the mesh, or re-importing it.

As for further checks after that change is done, if your scene is using Nanite, disable it. After that, clear your shader cache, via closing UE, and deleting folder DerivedDataCache at …\AppData\Local\UnrealEngine\Common. Restart the engine, and allow it to rebuild.

You should also ensure that your wall’s geo is not compromised, even a simple mesh can cause a lot of problems if it has inverted normals or non-manifold geo. Simply give a pass in Blender or another 3D tool of your choice to make sure of that.

Thanks for the advice, but I think I expressed it a bit wrong. I don’t have the walls set as two-sided — I just meant that I tried every possible way of settings. I think I have the setup right, at least I believe so. I tried tweaking the resolution, reimported it (the normals look fine), also tried deleting the DDC but nothing changed about these weird artifacts.

make sure the walls are thick enough and the interior normals are correct. it manages interior fields but you should avoid any complex and potentially glitchy concavities. also don’t go too low on the resolution scale. doing some testing… i glitched this way at around 0.2 on flat polygons. and… pretty sure you know you have to apply settings for it to take effect. but i’ll just add that, just in case.

Yea i have catched that a lot that wall has to be thick, but the problem is the mesh is 2m wide building block :))))

And as i said the resolution scale is not solving anything.

Also i have been doing some debuging with lumen and i am not sure if missing surface is cause or consequence.

okay. wasn’t sure what the mesh actually looks like. this example mesh style does just fine on my end. it only glitches like that if two sided df is on.

So, I did some digging in the mesh settings and found this somewhat hidden option called “Force Opaque”, and that miraculously did the trick. (It’s quite weird, because my parent color material is already set to opaque.)