Ghislain Girardot
ghislaingir.bsky.social
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
Get more from Ghislain Girardot on Patreon
creating educational UE projects and a video game!
patreon.com
November 11, 2025 at 12:42 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.
Get more from Ghislain Girardot on Patreon
creating educational UE projects and a video game!
patreon.com
November 7, 2025 at 12:54 AM
Oh, and sorry for the music in the clips 🤣 oopsie.
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
Get more from Ghislain Girardot on Patreon
creating educational UE projects and a video game!
patreon.com
October 31, 2025 at 1:12 AM
Oh! Sphere and cone tracing makes an appearance too :) One of the coolest use cases for SDFs.
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 :)
October 31, 2025 at 1:12 AM
I also cover how to bake SDFs for splines — using good old Blueprints :)
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.
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.
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.
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 :)
October 31, 2025 at 1:12 AM
I also briefly touch on some more experimental stuff using Niagara and the Jump Flood Algorithm.
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.
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.
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.
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 😆
From Beginner to Expert: Signed Distance Fields
YouTube video by Ghislain Girardot
youtube.com
October 31, 2025 at 1:12 AM
why sloppy?
October 2, 2025 at 3:09 PM
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