# Unreal 5.1 Skylight Occlusion Culling due to Global DistanceField

**URL:** <https://forums.unrealengine.com/t/unreal-5-1-skylight-occlusion-culling-due-to-global-distancefield/722776>\
**Category:** Rendering\
**Tags:** skylight, occlusion-culling, unreal-engine, Anti-Aliasing, Foliage, Nanite, question\
**Created:** [December 6, 2022, 6:18pm UTC](https://forums.unrealengine.com/t/unreal-5-1-skylight-occlusion-culling-due-to-global-distancefield/722776 "2022-12-06T18:18:18Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![Renanmgs](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Renanmgs](https://forums.unrealengine.com/u/Renanmgs)\
**Post date:** [December 6, 2022, 6:18pm UTC](https://forums.unrealengine.com/t/unreal-5-1-skylight-occlusion-culling-due-to-global-distancefield/722776/1 "2022-12-06T18:18:18Z")

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Hi. I am trying to render a cinematic of a landscape but the Global DistanceField is actively affecting my skylight.

If you look closely there is a hard cut in the trees where they “pop”. I dont want this!  
For we to see it clearly I scaled the Intensity.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/a/f/8af75fbbeb669f8608833e070868aa6227547d0b.jpeg)

And here is the visualization of the Global DistanceField.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/6/a/46a58999fdc4d3af3ff8c5517d9e9fcd9985cfc3.jpeg)

And here the DistanceFIeld AmbientOcclusion.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/d/d/3ddb49984864abcb159611f3a976d365cc9b7620.jpeg)

I tryed to change the r.AOMaxViewDistance as sugested [here](https://www.reddit.com/r/unrealengine/comments/zdodnv/i_using_ultra_dynamic_sky_in_this_scene_but_even/), but that did not worked.

What to do?

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**Author:** ![Renanmgs](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Renanmgs](https://forums.unrealengine.com/u/Renanmgs)\
**Post date:** [December 6, 2022, 6:20pm UTC](https://forums.unrealengine.com/t/unreal-5-1-skylight-occlusion-culling-due-to-global-distancefield/722776/2 "2022-12-06T18:20:32Z")

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In the Ultra Dynamic Sky the DFAO options in the Skylight section does nothing!

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/6/c/66c14e4b64b5f93d066b413d7184f9095392b25f.jpeg)

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**Author:** ![anon41545968](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon41545968](https://forums.unrealengine.com/u/anon41545968)\
**Post date:** [December 6, 2022, 6:41pm UTC](https://forums.unrealengine.com/t/unreal-5-1-skylight-occlusion-culling-due-to-global-distancefield/722776/3 "2022-12-06T18:41:26Z")

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Hi,

Have you try to crank up the Distance Field resolution in your tree static mesh editor ?

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/f/e/bfefb667ca88bcf70e4d87dcacc329f995793819.png)

also, have you try to crank up the Distance Field Shadow distance in your Light ?  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/d/b/3db5ac80b29b9195ee1f97cfecfbac6f549e5881.png)

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<div class="post-metadata">

**Author:** ![Renanmgs](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Renanmgs](https://forums.unrealengine.com/u/Renanmgs)\
**Post date:** [December 6, 2022, 6:52pm UTC](https://forums.unrealengine.com/t/unreal-5-1-skylight-occlusion-culling-due-to-global-distancefield/722776/4 "2022-12-06T18:52:34Z")

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Hi!

1. Yes I did, but they are Nanite foliage so i dont think that would work.

2. Yes, the UDS has a higher value by default, but just for checking I cracked everyting up and got no changes in the scene.

[https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/0/1/f0133e1084abe05b966f707800819fc7632dab66.mp4](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/0/1/f0133e1084abe05b966f707800819fc7632dab66.mp4)

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<div class="post-metadata">

**Author:** ![anon41545968](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon41545968](https://forums.unrealengine.com/u/anon41545968)\
**Post date:** [December 6, 2022, 7:16pm UTC](https://forums.unrealengine.com/t/unreal-5-1-skylight-occlusion-culling-due-to-global-distancefield/722776/5 "2022-12-06T19:16:17Z")

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I see,

Just in case this might help you: [https://docs.unrealengine.com/5.0/en-US/distance-field-soft-shadows-in-unreal-engine/](https://docs.unrealengine.com/5.0/en-US/distance-field-soft-shadows-in-unreal-engine/)

Also, have you tried to crank up the Lumen scene view distance in your post process ?

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<div class="post-metadata">

**Author:** ![Renanmgs](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Renanmgs](https://forums.unrealengine.com/u/Renanmgs)\
**Post date:** [December 6, 2022, 7:19pm UTC](https://forums.unrealengine.com/t/unreal-5-1-skylight-occlusion-culling-due-to-global-distancefield/722776/6 "2022-12-06T19:19:38Z")

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![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/4/0/a4035336e866699af4b2ed8218964f0097e30b60.jpeg)

HOLY! Max Traced Distance was the only thing that i did not checked! TY VERY MUCH!

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<div class="post-metadata">

**Author:** ![anon41545968](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon41545968](https://forums.unrealengine.com/u/anon41545968)\
**Post date:** [December 6, 2022, 7:21pm UTC](https://forums.unrealengine.com/t/unreal-5-1-skylight-occlusion-culling-due-to-global-distancefield/722776/7 "2022-12-06T19:21:12Z")

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My pleasure 🙂
