When I visualize Distance Field Ambient Occlusion in the editor, I can see the correct shape of objects.
However, when I try to do something similar with a material using DistanceToNearestSurface, the shapes look strange. Also I would expect to see a gradient and not only black and white.
It feels like I’m not understanding distance fields correctly. Can anyone point me into the right direction?
In the pictures above, a static mesh plane is intersected by a sphere, cube and cone (all with a transparent material). The DistanceToNearestSurface-Material covers the static mesh plane. So, for the lerp alpha should be ~0 at the intersection areas such that they are painted white. But it’s just the other way around. Why is that? How can I modify my material, such that the intersection areas are precisely colored?
I believe that this can be achieved by covering the static mesh plane with my DistanceToNearestSurface-material if I configure it in the correct way.
I.e. following the logic:
IF inside sphere/cube/cone
THEN color = red
ELSE color = white
It should be possible to determine “inside” using DistanceToNearestSurface, right?
I hope this is clearer now. Otherwise please tell me and I will try to clarify more.