DistanceToNearestSurface material flickering

That should be easily fixed by forcing the recalculation of the distance fields.

Distance field is essentially just a simplified mathematical interpretation of a mesh.
It does respond to scaling/manipulation.

The rendering issues are usually caused by not using manifold geometry.
Or, by placening 2 single sided distance field meshes in front of one-another (both sides of a wall).

Lack of understanding isn’t an engine issue - theyd have the same or similar issue in any engine they did stuff lile this.

The issue found is an acrtal bug. Regardless of what workaround solution was found.

And while it looks more like Z fighting than anything else, it shouldnt have anything to do with z fighting… theoretically at least…

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