Hallelujah!!!!! Finally, I spent a long time researching why the AO wasn't working for me and I gave up, I couldn't find anything about it, thank you William. By the way, EasyMapper is great, I love it. Congratulations.
@@dubblesnup4457 Because UE documentation and tutorials basically don't exist. Try making a VR game in UE, there's virtually nothing out there. It's why everyone just uses Unity for VR.
Never been so happy to be subbed to a UE focused channel. Haven't been using Unreal for almost 2 years now, due to health and other things. But I'm getting easymapper now just in case I'll get back in that saddle ^^.
So the method you just taught is really a less expensive way to get better shadow detail with Lumen and GI, but still not as good as pathtracing right? @@WilliamFaucher
@@gibgibGG No? Pathtracing still has a ton of limitations in UE5 and it doesnt work well for all situations. Not to mention the render times can be a hurdle depending on the production turnaround.
Ever since UE5 was first released, I've been both amazed and puzzled by the way AO was being utilized. Prior to the switch, I used it so much. I just wanted to express my gratitude for not only sharing the engine tip but also providing a thorough breakdown and explanation of how UE5 Lumen is calculating AO. Your tutorial was excellent, as always!
this is such an underated technique, thanks for highlighting it! You are still able to use the Screen space ambient occlsuion (SSAO) combined with lumen. but the results arent as great as baking the AO into the material itself- it might however be usefull for complex scenes like archviz. you can enableSSAO by using these console commands: r.Lumen.DiffuseIndirect.SSAO 1 r.Lumen.ScreenProbeGather.ShortRangeAO 0
Oh my godness, Thank you WIlliam for doing all those research on the engine - it helped me so much in the past to get a greater quality for my renderings! Awesome! Keep up with that!
This video is a gem, perfectly explained, straight to the point with examples and explanations! And showing how to bake our own maps inside unreal? Thank you so much for your work!
You read my mind William, holy cow literally as I was just about to research on it. I checked your channel and voila--it's like divine intervention haha
Great tip man ! How on earth did I miss the AO baker inside the engine! Fantastic. Btw, O ve been in the indistry for more than 20 y and you won t believe how many times I’ve seen and keep seeing AO maps simply MULTIPLIED over Base color like you mentioned. Thx Epic for helping creatively and technically
Man, I feel your tutorials end so quickly even if they are over 1 hour! I guess its your super style, the way you smartly deliver the idea, and your assets are just SUPER and very affordable! I get so excited when I see a new video of yours! Thank you man!
Love your tutorials and videos. They are always to the point and very engaging! Thank you so much for all of them. They are helping me be more confident to do my personal project! Also EasyMapper and EasyFog so good so good!
Thanks a lot! I looked on a ligthed part of mesh and thought it doesn't work, but after your video I turned to shadow side and I saw that it's here and works!)))
Hi William. Do you know why my sequence is rendering a static frame on my media plane, while everything else looks normal? This is driving me crazy. The final sequence is me (pre chroma keyed) completely frozen, while the camera movement is fine
Sir I've been a fan of this exact model on sketchfab for a while (Love the shield too) and had this exact problem. The lighting just always felt flat. Had no idea I could get it looking this good with lumen. Also had no idea you could bake AO in unreal engine either. How are every one of your videos this educational? Been loving EasyMapper too, can't thank you enough.
It's truly gratifying to witness UE5 transcend the gaming industry, pioneering new standards of realism for professional CG users in both the film and visual arts sectors, especially in terms of visualization. These groundbreaking features epitomize flawless realism! 🤔🔥
Great tip! I wondered for a long time how this AO setting works in PPV, I didn't see any changes when tweaking it. BTW for AO maps quick baking - there is a tiny free progrtam I use for anyone needing to create maps like AO outside of unreal - its called Materialize, helpful to create quick and dirty maps from images nad it has AO map function too :)
1:29 - AO in corners is actually unrealistic. (Which I guess tracks given we are talking about the _Unreal_ Engine.) Contrary to popular gamer belief, corners in real life don't become darker. If anything, they become brighter because of diffuse reflections in corners. You can take pictures of the corners in your rooms to confirm. Make sure NO SHADOWS are interfering with the test. Recall: shadows are _NOT_ ambient occlusion. Shadows are shadows. Sean Barret (primary author of the core rendering technology in Thief: The Dark Project) did a whole piece on this.
Amazing Good sir! Thank you so much. We used something similar on Dr Strange 2 and 100% can verify, Buildings go from kinda "game-ish" feeling to matching Arnold level renders.
I love how photorealistic real-time renders were sold to us in UE as achieveable yet there’s some major fineprint. Glad to have people showing us how it’s achieveable 🙏
Do you have any idea how to fix this 3:44 "ghosting" which you can see when you are turning the camera around the knight armor. Or is that just due to lumen having rather low samples and it's just impossible to fix as of now.
Once again, another essential video demystifying things in UE that should just be. And for those on the fence about Easy Mapper… the price is criminally low. For me it’s becoming a part of my everyday toolset like UDS and Easy Fog.
my ao fades as i back teh camera away.. like im talkn a few feet from a wall with ao in the material.. the ao just disappears. I can see it if im up close for some reason. It looks like Lumen breaks material ao in 5.4.4.. works a few feet away.. but walk 3 feet away from your object and the material ao is gone.
I tried using a megascan asset but it has a master parent material. It is just a material instance. I was able to bake the ambient occlusion map but since its an instance i cant plug the AO map into the spot. How would i go around doing this?
A super small note, but when you enable material AO by disabling "Allow Static Lighting" some Quixel Megascans Master Materials "break" (the ones with "fuzzy" in the name) That's because someone defaulted the scalar AO inside those materials to 0 (instead of 1) So if your Quixel rocks with moss and stuff look "black" go into the master material and change that 0 to 1 and everything gets "fixed"
Unfortunately the AO output seems to be doing nothing. I've disabled static light in project settings and I DO have an AO texture plugged to the material. I can see the AO map when I go to View Mode > Material Ambient Occlusion, however the AO map itself does nothing and shows no change in default lit when I enable/disable the AO texture
Thanks for the video. Maybe you can help me with this problem. My glowing object doesn't illuminate anything around it. It glows itself, but doesn't illuminate anything. All lumens are enabled in the settings, but the problem doesn't go away.
Thanks so much, William, for this great tip! Does disabling Static Lighting in a NON-Lumen project benefit AO in any way, or is this AO benefit only for Lumen projects? Thank you!
@@WilliamFaucherAlso saw in one of your videos or plugins saying that nanite isnt available for pathtracer but it can be activated using "r.Raytracing.nanite.mode 1" :) thanks for helping me learn UE
"Multiplying the AO on top of the base colour like that old school thing we used to do back in 2008" I feel personally attacked. Well, now those maps can be properly, great vid thanks!
@@WilliamFaucherI don't think that holds true for most game studios to be honest with you. Lumen + Nanite is still unusable for most production environments with the performance toll they take. It'll probably another generation or 2 at LEAST of GPU's before you can afford to leave those features on and still have mass reach.
@@legion.studios Most studios making games in UE 5 are using Lumen on High to Ultra settings and faked GI on low/med, and they are NOT using Nanite/VSMs for games
You're simply the best teacher in the field, so thank you for your work! But maybe I'm missing something here: this tweak does not seem to apply to some Megascans materials. Where would you plug in the baked AO texture if there is no AO slot present in the Megascan material?
Hi! cover this in this in the video. Only surfaces come with an AO map. Youll need to make your own material and bake your own ao map for megascans models
William do you know how to fix this error in unreal Plugin 'Sketchfab' failed to load because module 'SKGLTFMaterialBaking' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
Thank you so much for all your great Tutorials!!!! I also have all the plugins from you who are very good !! Have you a solution for the missing Stereoscopic 3D Camera (Not the VR who is so much distorthed optics) in UE 5 ? I want make Stereoscopic Side by Side Renders for Movies like Avatar vor the Big Screen, NOT for VR Occulus. In every CG Software is a Stereoscopic Rendering Camera available, in Blender, in Cinema 4d, in Redshift, in Octane... ...only in Unreal Engine i can not find this kind of Stereoscopic Rendering Cam.
Unfortenutly for me. AO are working in material viewport or static mesh viewport, but aren't in main viewport. I am using lumen ans raytracing shadows. What I do wrong? Update: This trick doesn't work with substrate materials.
If I use the console commands r.Lumen.DiffuseIndirect.SSAO 1 + r.Lumen.ScreenProbeGather.ShortRangeAO 0 it also turns on the AO. Does anyone knows the difference from using the console commands to turning off the Static Lighting on project settings? Or is the same thing? :)
But yes, it allows you to use and finely tune SSAO in UE5, same as you could in UE4. Given the signficant mem cost of AO maps it can still be a very usefull trick to enhance your detail in lumen scenes, especially on low scalabilities. Selective use of material OA can give great results for hero props like characters or weapons tough.
If you're relying on Static Lighting (VR applications here, using Forward path...and Nanite & Lumen aren't performance-feasible)...I'm assuming unchecking that box in Project Settings ('Allow Static Lighting') to fix AO is not an option for us?
@@WilliamFaucher Hi william, its being hard to understand for entry level users. I really dont know how and where should i add ao texture in complex materials and which parameters need for adjust. For exp im using megascan trees, rocks there is many functions on their materials and also different material builds and cant find the right way to do it. It would be perfect if you explain it in different video. I checked many topic but i cant find any explanation about ao with complex material, its not basic stuff as my understand becouse better view quallity AO need many parameters. I like your videos becouse you are doing it right way as my understanding and there is no any good tutoriol about it just basic useless things.
@@sertac6588 The Megascans master materials are a little bit complex for beginners. I would recommend learning how to create your own materials first, and then work your way from there :)
Hallelujah!!!!! Finally, I spent a long time researching why the AO wasn't working for me and I gave up, I couldn't find anything about it, thank you William. By the way, EasyMapper is great, I love it. Congratulations.
Thank you! Hope it helps!
Seriously! Why isn't there more information about this?
@@dubblesnup4457 I don't know, but everything I found was for the 4, and others that were for the 5 didn't work.
@@dubblesnup4457 Because UE documentation and tutorials basically don't exist. Try making a VR game in UE, there's virtually nothing out there. It's why everyone just uses Unity for VR.
Never been so happy to be subbed to a UE focused channel. Haven't been using Unreal for almost 2 years now, due to health and other things. But I'm getting easymapper now just in case I'll get back in that saddle ^^.
Ambient Occlusion is so important and helps so much when it comes to depth.
Not needed with pathtracing though ;)
So the method you just taught is really a less expensive way to get better shadow detail with Lumen and GI, but still not as good as pathtracing right? @@WilliamFaucher
@@gibgibGG Pathtracing always has the best results but is 200x slower.
Right, but wouldn't you agree we're stuck with it for cinematics if we want the highest quality?@@WilliamFaucher
@@gibgibGG No? Pathtracing still has a ton of limitations in UE5 and it doesnt work well for all situations. Not to mention the render times can be a hurdle depending on the production turnaround.
Ever since UE5 was first released, I've been both amazed and puzzled by the way AO was being utilized. Prior to the switch, I used it so much. I just wanted to express my gratitude for not only sharing the engine tip but also providing a thorough breakdown and explanation of how UE5 Lumen is calculating AO. Your tutorial was excellent, as always!
Thank you!
literally have been searching for this EXACT setting for months. thank you.
Hope it helps!
I was trying to wrap my head around AO in UE5 like 2 days ago aaaaand there you are, thank you AGAIN
Cheers! :)
this is such an underated technique, thanks for highlighting it!
You are still able to use the Screen space ambient occlsuion (SSAO) combined with lumen. but the results arent as great as baking the AO into the material itself- it might however be usefull for complex scenes like archviz.
you can enableSSAO by using these console commands:
r.Lumen.DiffuseIndirect.SSAO 1
r.Lumen.ScreenProbeGather.ShortRangeAO 0
exactly and then dont forget to increase the distance of AO to fix black spot of lumen :)
Oh my godness, Thank you WIlliam for doing all those research on the engine - it helped me so much in the past to get a greater quality for my renderings! Awesome! Keep up with that!
The AO in the shadows makes a HUGE difference! Unbelievable! Thank you!!
This video is a gem, perfectly explained, straight to the point with examples and explanations! And showing how to bake our own maps inside unreal? Thank you so much for your work!
The way you explain things is just perfect... I just started my UE journey and you've been a great inspiration for it.
Thanks so much for sharing! I'm glad that i learned more about this feature. You don't want to miss all of this detail in your Lumen renders.
You read my mind William, holy cow literally as I was just about to research on it. I checked your channel and voila--it's like divine intervention haha
Great tip man ! How on earth did I miss the AO baker inside the engine! Fantastic.
Btw, O ve been in the indistry for more than 20 y and you won t believe how many times I’ve seen and keep seeing AO maps simply MULTIPLIED over Base color like you mentioned. Thx Epic for helping creatively and technically
Straight to the point, thank you.
Man, I feel your tutorials end so quickly even if they are over 1 hour! I guess its your super style, the way you smartly deliver the idea, and your assets are just SUPER and very affordable! I get so excited when I see a new video of yours! Thank you man!
such a satisfying bit of content, thank you William
Thanks!
Great overview. I saw another video that suggested it worked this way, but having a definitive answer is nice.
BEAUTIFUL video! Nicely presented, cleanly edited, gorgeously recorded. Just awesome.
I might know how to do everything in EasyMapper... But, the ease of having it all setup is such a time saver from building it myself. I'll buy it.
Love your tutorials and videos. They are always to the point and very engaging! Thank you so much for all of them. They are helping me be more confident to do my personal project!
Also EasyMapper and EasyFog so good so good!
Спасибо!
You cannot stop making great videos huh
Man, your content is precious!
Thank you!
Do you know how much I like William's content? I purchased EasyMapper and I don't need it at all.
Thank you!
You are my savior William!❤❤❤❤ I had this problem just two days ago and now you just pop up and solved immediately. Love you William😊😊😊
Never a bad video on this channel. Thank you so much for sharing this!
Thank you so much for this! I just switched to Unreal Engine and I was so frustrated on why I couldn't get those nice shadows I always loved
Thanks a lot! I looked on a ligthed part of mesh and thought it doesn't work, but after your video I turned to shadow side and I saw that it's here and works!)))
Hi William. Do you know why my sequence is rendering a static frame on my media plane, while everything else looks normal? This is driving me crazy. The final sequence is me (pre chroma keyed) completely frozen, while the camera movement is fine
Sir I've been a fan of this exact model on sketchfab for a while (Love the shield too) and had this exact problem. The lighting just always felt flat. Had no idea I could get it looking this good with lumen. Also had no idea you could bake AO in unreal engine either. How are every one of your videos this educational? Been loving EasyMapper too, can't thank you enough.
Always comes with proper detailed research tutorial thanks alot Sir.
So glad someone finally tackled that one THANK YOU! Been bothering me for a while.
Thank you for your videos William! You are a great communicator!
these are the vids we need. I wondering why my AO wasn't functioning as expected and didn't know the right googlefu to find it. thanks!
I love it when ya boiii william makes a new video!
AO is back? Finally! Also, just bought EasyMapper, and can't wait to give it a try.
Your videos are fantastic and so helpful!! Thanks!!
Thank you much !
Useful analysis and tip, it scaluary upgraded total visual perception of my scenes !
Really nice tutorials! Please upload more!
Amazing as always 🔥🔥🙏🏻
Your videos are a great source of information. Thank you so much!
Damn ! Big thanks for showing us this little hint
Thank you so much, I was facing this AO problem for so long.
wow this is top! HUGE tip thank you William!👌
Couldn't resist 50% off. Great tool. Can't wait to start playing with this
Dude, we need more videos of yours. They are just great. hehe
Thank you!
Nailed it once more! Thanks so much for these :)
Good video. Nice and short... Leaves more time for drinking!
Ok jokes aside, this info is golden! You're the best William!
It's truly gratifying to witness UE5 transcend the gaming industry, pioneering new standards of realism for professional CG users in both the film and visual arts sectors, especially in terms of visualization. These groundbreaking features epitomize flawless realism! 🤔🔥
I know that mesh - Knight Armor model courtesy of The Royal Armoury, good to see it within a video on your Legendary channel!
Great tip and explanation as always!
WOW!!! Another great tuto!!! Thanks a lot!
Great tip! I wondered for a long time how this AO setting works in PPV, I didn't see any changes when tweaking it. BTW for AO maps quick baking - there is a tiny free progrtam I use for anyone needing to create maps like AO outside of unreal - its called Materialize, helpful to create quick and dirty maps from images nad it has AO map function too :)
1:29 - AO in corners is actually unrealistic. (Which I guess tracks given we are talking about the _Unreal_ Engine.) Contrary to popular gamer belief, corners in real life don't become darker. If anything, they become brighter because of diffuse reflections in corners. You can take pictures of the corners in your rooms to confirm. Make sure NO SHADOWS are interfering with the test. Recall: shadows are _NOT_ ambient occlusion. Shadows are shadows. Sean Barret (primary author of the core rendering technology in Thief: The Dark Project) did a whole piece on this.
Yep. Thats why AO isn’t really a thing with lumen, no need for AO when you have GI ☺️
Hey, how can I control the wall contact shadows in UE5? That you showed in your video at 2:25
thanks we miss you
Amazing Good sir! Thank you so much. We used something similar on Dr Strange 2 and 100% can verify, Buildings go from kinda "game-ish" feeling to matching Arnold level renders.
I love how photorealistic real-time renders were sold to us in UE as achieveable yet there’s some major fineprint. Glad to have people showing us how it’s achieveable 🙏
great value as always
The holy grail has been discovered ;)
I bought the material and the clouds asset just to support you even tho I already have my own tripplanar materials 😁😁
Thank you!
Holy cow the more you know.
You are the boss Mr. Faucher!
Do you have any idea how to fix this 3:44 "ghosting" which you can see when you are turning the camera around the knight armor. Or is that just due to lumen having rather low samples and it's just impossible to fix as of now.
That ghosting is a Temporal Super Resolution/AA thing, not much to do about it at the moment no
Another great tip. Thanks very much for sharing
Excellent Tips 👏
Once again, another essential video demystifying things in UE that should just be.
And for those on the fence about Easy Mapper… the price is criminally low. For me it’s becoming a part of my everyday toolset like UDS and Easy Fog.
You're too kind, thank you!
I can vouch that Easy Mapper is bloody awesome, even at the full price its worth it
Wow this is huge. I always wondered why my AO maps never seemed to do anything in Unreal
my ao fades as i back teh camera away.. like im talkn a few feet from a wall with ao in the material.. the ao just disappears. I can see it if im up close for some reason. It looks like Lumen breaks material ao in 5.4.4.. works a few feet away.. but walk 3 feet away from your object and the material ao is gone.
I tried using a megascan asset but it has a master parent material. It is just a material instance. I was able to bake the ambient occlusion map but since its an instance i cant plug the AO map into the spot. How would i go around doing this?
A super small note, but when you enable material AO by disabling "Allow Static Lighting" some Quixel Megascans Master Materials "break" (the ones with "fuzzy" in the name)
That's because someone defaulted the scalar AO inside those materials to 0 (instead of 1)
So if your Quixel rocks with moss and stuff look "black" go into the master material and change that 0 to 1 and everything gets "fixed"
Honestly I advise against using the Fuzzy Master materials at all cost. They always look... off.
@@WilliamFaucher ah ok. I Will have in mind then.
Thanks for your videos!
Literally been questioning the availability of AO in Lumen recently and this video comes up.
How did you read my mind?
Beautiful!!!
Unfortunately the AO output seems to be doing nothing. I've disabled static light in project settings and I DO have an AO texture plugged to the material. I can see the AO map when I go to View Mode > Material Ambient Occlusion, however the AO map itself does nothing and shows no change in default lit when I enable/disable the AO texture
It only shows up in indirect light, as shown in the video ☺️
@@WilliamFaucher Thank you, I had to add a dome to my scene to get some indirect bounce light. Beginner mistake. Thanks for setting me straight 🥲
Can we get a tutorial on your beard trimming workflow? Wonderful silhouette and shaping.
Thanks for the video. Maybe you can help me with this problem. My glowing object doesn't illuminate anything around it. It glows itself, but doesn't illuminate anything. All lumens are enabled in the settings, but the problem doesn't go away.
Thanks so much, William, for this great tip! Does disabling Static Lighting in a NON-Lumen project benefit AO in any way, or is this AO benefit only for Lumen projects? Thank you!
Good question! I'm pretty sure it's for lumen. Otherwise if you're not using Lumen, you can use SSAO/DFAO, so it's kind of moot.
@@WilliamFaucher Great! Thanks for clarifying. 😄
I am consistently getting flashbanged on that train :). Gotta keep watching.
Flashbanged?
@@WilliamFaucher Every time the Ambient Occlusion comes my entire screen is white, hence the flashbang :)
@@WilliamFaucherAlso saw in one of your videos or plugins saying that nanite isnt available for pathtracer but it can be activated using "r.Raytracing.nanite.mode 1" :) thanks for helping me learn UE
What about material ao in baked lighting?
I mean material ao is still applying under shadows after using gpu lightmass or not?
"Multiplying the AO on top of the base colour like that old school thing we used to do back in 2008"
I feel personally attacked. Well, now those maps can be properly, great vid thanks!
I bought Easy Mapper the day it came out and it was the best $15 I’ve ever spent it’s worth it
Great video and information..
Wouldnt this disable the ability to bake lighting
Yes, but most people are no longer baking light anymore
@@WilliamFaucherI don't think that holds true for most game studios to be honest with you. Lumen + Nanite is still unusable for most production environments with the performance toll they take. It'll probably another generation or 2 at LEAST of GPU's before you can afford to leave those features on and still have mass reach.
@@legion.studios Most studios making games in UE 5 are using Lumen on High to Ultra settings and faked GI on low/med, and they are NOT using Nanite/VSMs for games
FINALLYYYY,,,, THANK YOU SOO MUCHHHH😭😭😭😭😭
I hope this is not a dumb question: Is there a visual upgrade to turning off "allow static lighting" even if there is no AO map used in the material?
No
You're simply the best teacher in the field, so thank you for your work! But maybe I'm missing something here: this tweak does not seem to apply to some Megascans materials. Where would you plug in the baked AO texture if there is no AO slot present in the Megascan material?
Hi! cover this in this in the video. Only surfaces come with an AO map. Youll need to make your own material and bake your own ao map for megascans models
@@WilliamFaucherAh, missed that - thank you for clarifying!
William do you know how to fix this error in unreal Plugin 'Sketchfab' failed to load because module 'SKGLTFMaterialBaking' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
Maaaan! I have just purchased Easy Mapper 1 day ago.. What a pity to me. Thanks for AO explanation anyway!
what a man, thank you.
Thank you so much for all your great Tutorials!!!! I also have all the plugins from you who are very good !!
Have you a solution for the missing Stereoscopic 3D Camera (Not the VR who is so much distorthed optics) in UE 5 ?
I want make Stereoscopic Side by Side Renders for Movies like Avatar vor the Big Screen, NOT for VR Occulus.
In every CG Software is a Stereoscopic Rendering Camera available, in Blender, in Cinema 4d, in Redshift, in Octane...
...only in Unreal Engine i can not find this kind of Stereoscopic Rendering Cam.
Unfortenutly for me. AO are working in material viewport or static mesh viewport, but aren't in main viewport. I am using lumen ans raytracing shadows. What I do wrong?
Update: This trick doesn't work with substrate materials.
Substrate is in beta, and not fully supported yet. Did you do the necessary steps shown at the beginning of the video?
how to make lumen work for mid and low end systems because even if I want to make game with lumen it will only work at 60FPS for high end systems.
great video!
Please make a tutorial on niagra system for particle
I dont see the ambient occlusion check box in my easymapper material
Uncheck the use ARD checkbox, that will allow custom maps :)
@@WilliamFaucher thank you!
If I use the console commands r.Lumen.DiffuseIndirect.SSAO 1 + r.Lumen.ScreenProbeGather.ShortRangeAO 0 it also turns on the AO. Does anyone knows the difference from using the console commands to turning off the Static Lighting on project settings? Or is the same thing? :)
Different thing. That is SSAO.
The feature we enable is Material AO.
@@WilliamFaucher Amazing. Thanks for clarifying! :)
But yes, it allows you to use and finely tune SSAO in UE5, same as you could in UE4. Given the signficant mem cost of AO maps it can still be a very usefull trick to enhance your detail in lumen scenes, especially on low scalabilities. Selective use of material OA can give great results for hero props like characters or weapons tough.
If you're relying on Static Lighting (VR applications here, using Forward path...and Nanite & Lumen aren't performance-feasible)...I'm assuming unchecking that box in Project Settings ('Allow Static Lighting') to fix AO is not an option for us?
If you can’t use Lumen then you don’t need this «fix», you can use regular SSAO :)
The problem is how can i add master material of megascan and which parameters should i add it for adjustments. Thanks anyway
I don't understand your question. How can you add the master material of megascan? To what? Add it to your model?
@@WilliamFaucher Hi william, its being hard to understand for entry level users. I really dont know how and where should i add ao texture in complex materials and which parameters need for adjust. For exp im using megascan trees, rocks there is many functions on their materials and also different material builds and cant find the right way to do it. It would be perfect if you explain it in different video. I checked many topic but i cant find any explanation about ao with complex material, its not basic stuff as my understand becouse better view quallity AO need many parameters. I like your videos becouse you are doing it right way as my understanding and there is no any good tutoriol about it just basic useless things.
@@sertac6588 The Megascans master materials are a little bit complex for beginners. I would recommend learning how to create your own materials first, and then work your way from there :)
also this mess up with mega scan asset it will turn totally black after ticking the option
It shouldn’t mess with megascans but be sure the texture maps connected to AO arent actually black.