I can’t seem to find any information on how to determine the bounds of the distance field. My levels are tiny. In the project settings, there’s an entry for “Distance Field Voxel Density”. Ok, but density relative to what? Even if it’s per cubic area, knowing the bounds would be nice. I thought it might use the lightmass importance volume, but clearly not.
What are the bounds of the distance fields? Can I set it?
As far as I understand it, the distance fields are built inside the bounding box of the mesh.
The voxel density controls the amount of slices along each dimension that the bounding box is sliced in.
So, a 10x10x10 voxel subdivision might use 1k of VRAM, a 100x100x100 subdivision would use 1M of VRAM!
Yeah, I have no issues with the mesh part of it. Just wondering if the global distance field is dynamic or has a fixed size. I can’t imagine it’s pieced together every frame.
Actually, I do have a question about mesh distance fields. Is there a different distance field for each LOD? In the editor, it doesn’t seem like it. It’s always showing the same distance field for all the LODs of my mesh. But maybe the global distance field changes resolution???
The problem I’m having is that if I have a capture render camera that’s really far away, it starts either disabling the distance field shadows or using a different LOD (for shadows). I can’t figure out what’s going on exactly. But the end result is that the main camera and the capture camera end up fighting for what kind of shadows they want and the shadows start flickering. Can distance field shadows be disabled if the camera is too far away? Is it possible it reverts to CSM? I thought CSM was close to medium distance and distance field shadows were for really far away.