Near Distance Field Flickering in Material

You can see in the video that the foam around the raft generated with the DistanceToNearestSurface node starts to flicker, when to many objects are on the screen but only in a top-down perspective. The flickering stops if I look at the scene from the side.
Deactivating the near distance field for smaller objects lets the flickering only start with more tiles attached to the raft but it’s still there.

Any ideas how to solve this problem?

Hi Unavi. Did you find a solution for this? I have been struggling with this issue for months now and you are the only one I have come across with the exact same issue.

Best regards

Zoren

No sorry, we never figured out why the DNS node starts to flicker.

Hello folks,

I have a somewhat similar issue as you.
I use the NearDistanceField to hide the water inside of an object or actor.
However, the problem in my case is that when the objects or actors are moving fast on the surface of the water the dithering effect starts to show up behind the object.
I thought that maybe I did something wrong in the shader but it comes down to the update rate of the Near Distance Field on the opacity mask.

One solution is particle systems which are wide enough to hide this in the frustum view.
Or to disable the opacity mask with a Dynamic Material Instance (when driving and looking at the vehicle from third-person view). And enable when the vehicle actor is stationary and a character is possessed on deck. This at least applies in my case. I have yet to do it of course, but I thought that mentioning it might help you.

Here is my project and how this problem occurs for me.
*Disregard the buoyancy physics of the vehicle *
https://youtube.com/watch?v=Lr0zzteYAGE](https://www.youtube.com/watch?v=Lr0zzteYAGE&feature=youtu.be)