Distance Fields (Part 2) | 5-Minute Materials [UE4/UE5]

Today we’re looking at Distance Fields in Unreal Engine once again! This time we’re focussing on the DistanceFieldGradient node which can be used to determine which direction a Distance Field is radiating from. We can also transform this world-space direction into local space to create effects such as water drag. What a time to be alive! There are some limitations with distance fields and you need to be careful about what emits distance fields and what doesn’t, especially when you’re using Dynamic Skylight/Distance Field Ambient Occlusion. Enjoy! ---------------------------------------- Patreon: Discord: Twitch: Twitter: YouTube: ---------------------------------------- Computer Specs: Ryzen 3900x 12-core CPU MSI Geforce RTX 2080 Super 64GB Corsair RAM One of those fancy nvme m.2 SSD’s Programs of choice: Unreal Engine 4 - (Game Dev) Blender 2.8 - (Animation and Modelling) OBS - (Video/screen capture) Davinci Resolve - (Video editing) Adobe Photoshop - (Graphics and Texturing) Quixel Mixer - (Texturing) ProTools 11 - (Compositions and mixing) OldSchool Runescape - (Chillax time) Filmed using: Sony A7s2 body Sony 24-70mm f/2.8 GM lens Yonguo YN360 LED’s for colour Yongnuo YN760 chip LED w/ Godox softbox for key My lovely cats names are Boycat, Girlcat and Ladycat :)
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