Ghislain Girardot
@ghislaingir.bsky.social
UE content creator, specialized in tech art. I don't share my opinion much.
If you're feeling generous or want to get access to the files, the UE project is available as a Tier 2 reward on my Patreon:
patreon.com/c/GhislainGir
Thanks for the support <3
patreon.com/c/GhislainGir
Thanks for the support <3
Get more from Ghislain Girardot on Patreon
creating educational UE projects and a video game!
patreon.com
November 11, 2025 at 12:42 AM
If you're feeling generous or want to get access to the files, the UE project is available as a Tier 2 reward on my Patreon:
patreon.com/c/GhislainGir
Thanks for the support <3
patreon.com/c/GhislainGir
Thanks for the support <3
Files are available as a Tier 2 reward on my Patreon:
patreon.com/c/GhislainGir
Thanks for the support <3 onto the next! Have a great day.
patreon.com/c/GhislainGir
Thanks for the support <3 onto the next! Have a great day.
Get more from Ghislain Girardot on Patreon
creating educational UE projects and a video game!
patreon.com
November 7, 2025 at 12:54 AM
Files are available as a Tier 2 reward on my Patreon:
patreon.com/c/GhislainGir
Thanks for the support <3 onto the next! Have a great day.
patreon.com/c/GhislainGir
Thanks for the support <3 onto the next! Have a great day.
Oh, and sorry for the music in the clips 🤣 oopsie.
October 31, 2025 at 1:12 AM
Oh, and sorry for the music in the clips 🤣 oopsie.
I hope you'll like it!
Files are available as a Tier 2 reward on my Patreon: patreon.com/c/GhislainGir
Thanks for the on-going support <3 You guys rock. Cheers
Files are available as a Tier 2 reward on my Patreon: patreon.com/c/GhislainGir
Thanks for the on-going support <3 You guys rock. Cheers
Get more from Ghislain Girardot on Patreon
creating educational UE projects and a video game!
patreon.com
October 31, 2025 at 1:12 AM
I hope you'll like it!
Files are available as a Tier 2 reward on my Patreon: patreon.com/c/GhislainGir
Thanks for the on-going support <3 You guys rock. Cheers
Files are available as a Tier 2 reward on my Patreon: patreon.com/c/GhislainGir
Thanks for the on-going support <3 You guys rock. Cheers
Oh! Sphere and cone tracing makes an appearance too :) One of the coolest use cases for SDFs.
October 31, 2025 at 1:12 AM
Oh! Sphere and cone tracing makes an appearance too :) One of the coolest use cases for SDFs.
This one isn’t in the video, but it’s part of the example project I just released on my Patreon.
You can bake 3D SDFs of splines using Niagara and Scriptable Tools :)
You can bake 3D SDFs of splines using Niagara and Scriptable Tools :)
October 31, 2025 at 1:12 AM
This one isn’t in the video, but it’s part of the example project I just released on my Patreon.
You can bake 3D SDFs of splines using Niagara and Scriptable Tools :)
You can bake 3D SDFs of splines using Niagara and Scriptable Tools :)
I also cover how to bake SDFs for splines — using good old Blueprints :)
October 31, 2025 at 1:12 AM
I also cover how to bake SDFs for splines — using good old Blueprints :)
I also show how to bake the SDF of a single asset, using a few hacks to create custom bounds using geometry scripting to expand the SDF.
October 31, 2025 at 1:12 AM
I also show how to bake the SDF of a single asset, using a few hacks to create custom bounds using geometry scripting to expand the SDF.
A good chunk of the video is an overview of tools you can build to bake SDFs in-engine.
For example, one tool cuts out geometry from the scene and generates its SDF using geometry scripting.
For example, one tool cuts out geometry from the scene and generates its SDF using geometry scripting.
October 31, 2025 at 1:12 AM
A good chunk of the video is an overview of tools you can build to bake SDFs in-engine.
For example, one tool cuts out geometry from the scene and generates its SDF using geometry scripting.
For example, one tool cuts out geometry from the scene and generates its SDF using geometry scripting.
I go over how you can quickly & easily bake your own SDFs in Blender and how to sample them in UE.
I also touch on more advanced techniques commonly used with SDFs, like approximating ambient occlusion.
I also touch on more advanced techniques commonly used with SDFs, like approximating ambient occlusion.
October 31, 2025 at 1:12 AM
I go over how you can quickly & easily bake your own SDFs in Blender and how to sample them in UE.
I also touch on more advanced techniques commonly used with SDFs, like approximating ambient occlusion.
I also touch on more advanced techniques commonly used with SDFs, like approximating ambient occlusion.
There’s a fair bit of theory in the video. For instance, it’s not immediately obvious why a distance field projection might require multiple steps to actually project onto a surface.
I also briefly cover how to create custom debug tools using a few fun hacks :)
I also briefly cover how to create custom debug tools using a few fun hacks :)
October 31, 2025 at 1:12 AM
There’s a fair bit of theory in the video. For instance, it’s not immediately obvious why a distance field projection might require multiple steps to actually project onto a surface.
I also briefly cover how to create custom debug tools using a few fun hacks :)
I also briefly cover how to create custom debug tools using a few fun hacks :)
I also briefly touch on some more experimental stuff using Niagara and the Jump Flood Algorithm.
October 31, 2025 at 1:12 AM
I also briefly touch on some more experimental stuff using Niagara and the Jump Flood Algorithm.
I tried to cover a lot of ground in just 1h20, so I skim over some examples.
Here, for instance, I briefly mention using Niagara’s Rigid Mesh Collision Interface to generate an SDF approximation of an animated skeletal mesh in real time.
Here, for instance, I briefly mention using Niagara’s Rigid Mesh Collision Interface to generate an SDF approximation of an animated skeletal mesh in real time.
October 31, 2025 at 1:12 AM
I tried to cover a lot of ground in just 1h20, so I skim over some examples.
Here, for instance, I briefly mention using Niagara’s Rigid Mesh Collision Interface to generate an SDF approximation of an animated skeletal mesh in real time.
Here, for instance, I briefly mention using Niagara’s Rigid Mesh Collision Interface to generate an SDF approximation of an animated skeletal mesh in real time.
I also show how to map a texture using distance fields — and more importantly, how to fix the infamous mipmap seam.
October 31, 2025 at 1:12 AM
I also show how to map a texture using distance fields — and more importantly, how to fix the infamous mipmap seam.
In case you’re wondering — yes, I go over the well-known stylized ripples effect :D
But first, I cover the theory and some key mathematical properties you’ll need to really understand how to work with SDFs.
But first, I cover the theory and some key mathematical properties you’ll need to really understand how to work with SDFs.
October 31, 2025 at 1:12 AM
In case you’re wondering — yes, I go over the well-known stylized ripples effect :D
But first, I cover the theory and some key mathematical properties you’ll need to really understand how to work with SDFs.
But first, I cover the theory and some key mathematical properties you’ll need to really understand how to work with SDFs.
youtube.com/watch?v=o90xi9xSGfA
Handcrafted subs are available! You can now mute me if you can’t stand my accent 😆
Handcrafted subs are available! You can now mute me if you can’t stand my accent 😆
From Beginner to Expert: Signed Distance Fields
YouTube video by Ghislain Girardot
youtube.com
October 31, 2025 at 1:12 AM
youtube.com/watch?v=o90xi9xSGfA
Handcrafted subs are available! You can now mute me if you can’t stand my accent 😆
Handcrafted subs are available! You can now mute me if you can’t stand my accent 😆
checking the overlap is what confuses me. For a sphere I could get around, but for an arbitrary mesh which voxelization could suffer from severe aliasing issue because of low resolution, I don't see how I can reliably detect if a voxel is inside the mesh
October 2, 2025 at 10:19 AM
checking the overlap is what confuses me. For a sphere I could get around, but for an arbitrary mesh which voxelization could suffer from severe aliasing issue because of low resolution, I don't see how I can reliably detect if a voxel is inside the mesh