Material Ambient Occlusion in Unreal Engine 5

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  • เผยแพร่เมื่อ 13 มิ.ย. 2024
  • While Screen-Space Ambient Occlusion (SSAO) isn't really a thing anymore in UE5, we still have a way to use AO to help compensate for the shortcomings that Lumen has with its lighting and shadows. And, we can bake Ambient Occlusion maps onto models directly in the engine in seconds.
    Purchase EasyMapper HERE: www.unrealengine.com/marketpl...
    EasyMapper TUTORIAL: • Introducing EasyMapper...
    Purchase EasyFog for Unreal Engine 5: www.unrealengine.com/marketpl...
    Knight Armor model courtesy of The Royal Armoury (Livrustkammaren):
    sketchfab.com/3d-models/the-p...
    Lighting Tutorial For Beginners: • Lighting in Unreal Eng...
    Color Grading in Davinci Resolve: • Unreal to Davinci Reso...
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    / williamfaucher
    ---------------
    Timestamps:
    00:00 - Project Setting to Set Up
    00:24 - Why is SSAO not working?
    00:43 - EasyMapper
    01:18 - What is AO and GI?
    03:18 - Why you should use Material AO
    05:46 - Baking AO maps for your models in Unreal Engine 5
    --------Cameras and Gear Used To Film This Video ------
    DISCLAIMER: This video/description contains affiliate links, which means that if you click on one of the product links, I’ll receive a small commission. As an Amazon Associate, I earn from qualifying purchases. This helps support the channel and allows us to continue to make videos like this.
    Thank you for the support!
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ความคิดเห็น • 232

  • @raulgomez8523
    @raulgomez8523 4 หลายเดือนก่อน +62

    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.

    • @WilliamFaucher
      @WilliamFaucher  4 หลายเดือนก่อน +7

      Thank you! Hope it helps!

    • @dubblesnup4457
      @dubblesnup4457 4 หลายเดือนก่อน +2

      Seriously! Why isn't there more information about this?

    • @raulgomez8523
      @raulgomez8523 4 หลายเดือนก่อน

      @@dubblesnup4457 I don't know, but everything I found was for the 4, and others that were for the 5 didn't work.

    • @ianwatson5767
      @ianwatson5767 3 หลายเดือนก่อน +4

      ​@@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.

    • @DeltaNovum
      @DeltaNovum 3 หลายเดือนก่อน

      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 ^^.

  • @UnrealSamurai33
    @UnrealSamurai33 4 หลายเดือนก่อน +21

    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!

  • @chriswatts3697
    @chriswatts3697 4 หลายเดือนก่อน +27

    Ambient Occlusion is so important and helps so much when it comes to depth.

    • @WilliamFaucher
      @WilliamFaucher  4 หลายเดือนก่อน +9

      Not needed with pathtracing though ;)

    • @gibgibGG
      @gibgibGG 4 หลายเดือนก่อน +1

      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

    • @WilliamFaucher
      @WilliamFaucher  4 หลายเดือนก่อน +1

      @@gibgibGG Pathtracing always has the best results but is 200x slower.

    • @gibgibGG
      @gibgibGG 4 หลายเดือนก่อน +1

      Right, but wouldn't you agree we're stuck with it for cinematics if we want the highest quality?@@WilliamFaucher

    • @WilliamFaucher
      @WilliamFaucher  4 หลายเดือนก่อน +4

      @@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.

  • @aaronhartshorn3029
    @aaronhartshorn3029 4 หลายเดือนก่อน +10

    literally have been searching for this EXACT setting for months. thank you.

  • @joedoe6737
    @joedoe6737 4 หลายเดือนก่อน +7

    I was trying to wrap my head around AO in UE5 like 2 days ago aaaaand there you are, thank you AGAIN

  • @WesselHuizenga
    @WesselHuizenga 4 หลายเดือนก่อน +4

    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

    • @cryzenx.
      @cryzenx. 4 หลายเดือนก่อน

      exactly and then dont forget to increase the distance of AO to fix black spot of lumen :)

  • @Klarified01
    @Klarified01 3 หลายเดือนก่อน

    BEAUTIFUL video! Nicely presented, cleanly edited, gorgeously recorded. Just awesome.

  • @simonflash_edit
    @simonflash_edit 4 หลายเดือนก่อน +3

    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.

  • @AmjoodBasha
    @AmjoodBasha 3 หลายเดือนก่อน

    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!

  • @OverJumpRally
    @OverJumpRally 3 หลายเดือนก่อน

    The AO in the shadows makes a HUGE difference! Unbelievable! Thank you!!

  • @NeonFraction
    @NeonFraction 4 หลายเดือนก่อน

    Never a bad video on this channel. Thank you so much for sharing this!

  • @sveneschCOM
    @sveneschCOM 3 หลายเดือนก่อน

    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!

  • @meetmistry9653
    @meetmistry9653 3 หลายเดือนก่อน

    Always comes with proper detailed research tutorial thanks alot Sir.

  • @DKConcepts
    @DKConcepts 3 หลายเดือนก่อน

    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!

  • @terramidia3d
    @terramidia3d 3 หลายเดือนก่อน

    Straight to the point, thank you.

  • @user-hn2wr9cm2d
    @user-hn2wr9cm2d 3 หลายเดือนก่อน

    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😊😊😊

  • @AndrewMcQueen88
    @AndrewMcQueen88 4 หลายเดือนก่อน +3

    such a satisfying bit of content, thank you William

  • @vyleart4488
    @vyleart4488 4 หลายเดือนก่อน

    So glad someone finally tackled that one THANK YOU! Been bothering me for a while.

  • @miquelsalvatejedor3123
    @miquelsalvatejedor3123 3 หลายเดือนก่อน

    Thank you for your videos William! You are a great communicator!

  • @TheCheshko
    @TheCheshko 4 หลายเดือนก่อน

    Your videos are a great source of information. Thank you so much!

  • @aakashbanerjee6302
    @aakashbanerjee6302 4 หลายเดือนก่อน

    Thank you so much, I was facing this AO problem for so long.

  • @anthonymalagutti3517
    @anthonymalagutti3517 3 หลายเดือนก่อน

    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

  • @kei_nekatwo
    @kei_nekatwo 4 หลายเดือนก่อน

    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

  • @dwiz_9336
    @dwiz_9336 3 หลายเดือนก่อน

    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

  • @fddesign
    @fddesign 4 หลายเดือนก่อน

    WOW!!! Another great tuto!!! Thanks a lot!

  • @MohdZuhair-Personal
    @MohdZuhair-Personal 4 หลายเดือนก่อน +1

    Amazing as always 🔥🔥🙏🏻

  • @86Dina
    @86Dina 2 หลายเดือนก่อน

    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!)))

  • @atasafarzadeh7110
    @atasafarzadeh7110 4 หลายเดือนก่อน +1

    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! 🤔🔥

  • @bcklmk_irl
    @bcklmk_irl 4 หลายเดือนก่อน

    Nailed it once more! Thanks so much for these :)

  • @CartoonChris1
    @CartoonChris1 4 หลายเดือนก่อน

    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!

  • @fhajji
    @fhajji 4 หลายเดือนก่อน

    AO is back? Finally! Also, just bought EasyMapper, and can't wait to give it a try.

  • @RWBKelly
    @RWBKelly 3 หลายเดือนก่อน

    Another great tip. Thanks very much for sharing

  • @lebombe8342
    @lebombe8342 3 หลายเดือนก่อน

    Damn ! Big thanks for showing us this little hint

  • @grodkowski
    @grodkowski 3 หลายเดือนก่อน

    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.

  • @Flipside3D
    @Flipside3D 4 หลายเดือนก่อน

    Great tip and explanation as always!

  • @ArisDoulas
    @ArisDoulas 4 หลายเดือนก่อน

    Good video. Nice and short... Leaves more time for drinking!
    Ok jokes aside, this info is golden! You're the best William!

  • @smallspacesbrewing468
    @smallspacesbrewing468 4 หลายเดือนก่อน

    Couldn't resist 50% off. Great tool. Can't wait to start playing with this

  • @Artof3drendering
    @Artof3drendering 4 หลายเดือนก่อน

    wow this is top! HUGE tip thank you William!👌

  • @qaxt8231
    @qaxt8231 3 หลายเดือนก่อน

    great value as always

  • @Elfenshow
    @Elfenshow 3 หลายเดือนก่อน

    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.

  • @VRDivision
    @VRDivision 4 หลายเดือนก่อน

    I love it when ya boiii william makes a new video!

  • @RV-bc9yi
    @RV-bc9yi 3 หลายเดือนก่อน

    Excellent Tips 👏

  • @ThomasDiasBatista
    @ThomasDiasBatista 3 หลายเดือนก่อน

    Dude, we need more videos of yours. They are just great. hehe

  • @AndreAntunesofficial
    @AndreAntunesofficial 3 หลายเดือนก่อน

    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

  • @MrStimpanzee
    @MrStimpanzee 4 หลายเดือนก่อน +1

    With characters you'll have to be careful with the static texture approach.
    If that armor was rigged and moving around, stepping into indirect lighting area would mean if the character revealed previously occluded parts of the mesh, it'll still render dark.
    You could bake extra textures in different poses to account for it. Then blend those textures based on bone positions. Kind of like wrinkle maps on faces.

    • @WilliamFaucher
      @WilliamFaucher  4 หลายเดือนก่อน +2

      Agreed. I would probably art direct the AO map a bit and paint out the very obviously shadowy areas, and mostly only keep the higher frequency shadows that will always be there no matter what

  • @nov3000
    @nov3000 4 หลายเดือนก่อน +2

    thanks we miss you

  • @les73-mq8zh
    @les73-mq8zh หลายเดือนก่อน

    Thanks William always on top!

  • @horiz2569
    @horiz2569 3 หลายเดือนก่อน

    thank you so much always

  • @MR3DDev
    @MR3DDev 4 หลายเดือนก่อน +2

    Holy cow the more you know.

  • @rifat.ahammed
    @rifat.ahammed 3 หลายเดือนก่อน

    Thank you so much

  • @thelawgameplaywithcommenta2654
    @thelawgameplaywithcommenta2654 4 หลายเดือนก่อน

    Beautiful!!!

  • @mattw546
    @mattw546 3 หลายเดือนก่อน

    I bought Easy Mapper the day it came out and it was the best $15 I’ve ever spent it’s worth it

  • @nintenjo64
    @nintenjo64 4 หลายเดือนก่อน

    Great video and information..

  • @rileyb3d
    @rileyb3d 3 หลายเดือนก่อน

    Can we get a tutorial on your beard trimming workflow? Wonderful silhouette and shaping.

  • @notrealquanluong
    @notrealquanluong 4 หลายเดือนก่อน +3

    Literally been questioning the availability of AO in Lumen recently and this video comes up.
    How did you read my mind?

  • @user-bo8yr6ii2m
    @user-bo8yr6ii2m 3 หลายเดือนก่อน

    Thank you so much!

  • @dominikgomoka8541
    @dominikgomoka8541 4 หลายเดือนก่อน

    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 :)

  • @juanmilanese
    @juanmilanese 3 หลายเดือนก่อน +1

    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"

    • @WilliamFaucher
      @WilliamFaucher  3 หลายเดือนก่อน +1

      Honestly I advise against using the Fuzzy Master materials at all cost. They always look... off.

    • @juanmilanese
      @juanmilanese 3 หลายเดือนก่อน

      @@WilliamFaucher ah ok. I Will have in mind then.
      Thanks for your videos!

  • @thelightsarebroken
    @thelightsarebroken 3 หลายเดือนก่อน

    what a man, thank you.

  • @lennygordon1848
    @lennygordon1848 4 หลายเดือนก่อน

    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.

  • @Mr_Dee
    @Mr_Dee 4 หลายเดือนก่อน +1

    The holy grail has been discovered ;)

  • @mysticfakir2029
    @mysticfakir2029 3 หลายเดือนก่อน +2

    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 🙏

  • @JosephWraith
    @JosephWraith 4 หลายเดือนก่อน

    Thank you!!

  • @3DComparison
    @3DComparison 3 หลายเดือนก่อน

    I know that mesh - Knight Armor model courtesy of The Royal Armoury, good to see it within a video on your Legendary channel!

  • @DominikMorse
    @DominikMorse 3 หลายเดือนก่อน

    Do you know how much I like William's content? I purchased EasyMapper and I don't need it at all.

  • @cgimadesimple
    @cgimadesimple 4 หลายเดือนก่อน

    great video!

  • @aryanbarure1479
    @aryanbarure1479 4 หลายเดือนก่อน

    FINALLYYYY,,,, THANK YOU SOO MUCHHHH😭😭😭😭😭

  • @ISknne3D
    @ISknne3D 4 หลายเดือนก่อน

    I can vouch that Easy Mapper is bloody awesome, even at the full price its worth it

  • @Leo.Martins
    @Leo.Martins 3 หลายเดือนก่อน

    You are awesome.

  • @re5128
    @re5128 3 หลายเดือนก่อน

    Great feature and tutorial. As the effect is showing only self AO for the object, what are your Lumen settings to to max out the AO/GI produced between objects and the scene itself? Thanks

  • @blendragon28
    @blendragon28 3 หลายเดือนก่อน

    Wow this is huge. I always wondered why my AO maps never seemed to do anything in Unreal

  • @Oztarc
    @Oztarc 4 หลายเดือนก่อน +2

    Maaaan! I have just purchased Easy Mapper 1 day ago.. What a pity to me. Thanks for AO explanation anyway!

  • @ThomasCoote89
    @ThomasCoote89 3 หลายเดือนก่อน

    "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!

  • @DamienRamirez
    @DamienRamirez 4 หลายเดือนก่อน

    LITERALLY LAST NIGHT!!! ARGH!!! Trying to figure this out! I knew the setting was there!

    • @DamienRamirez
      @DamienRamirez 4 หลายเดือนก่อน

      Since you helped me I'll give you a tip: Take your Albedo & multiply it by 3pointlevels (MF), into the MF take the AO map (masked R if needed) & connect up Black, Middle/Grey & White parts of the Material Function. Black =0, Middle/Grey = 0.5 & White = 1. Now play with those settings. Keep in mind it is multiplied by Albedo so you might get some unwanted "blending" but thats what desaturation/colour tint is for. It'll mainly do the cavlitys that AO didn't do without disabling that setting. You could of course just use 3pointlevels straight with the AO map now it works.

  • @wilismatrix9847
    @wilismatrix9847 4 หลายเดือนก่อน +1

    I bought the material and the clouds asset just to support you even tho I already have my own tripplanar materials 😁😁

  • @jamesfield8023
    @jamesfield8023 3 หลายเดือนก่อน

    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.

    • @WilliamFaucher
      @WilliamFaucher  3 หลายเดือนก่อน

      You're too kind, thank you!

  • @thecackleman
    @thecackleman 4 หลายเดือนก่อน

    I am consistently getting flashbanged on that train :). Gotta keep watching.

    • @WilliamFaucher
      @WilliamFaucher  4 หลายเดือนก่อน

      Flashbanged?

    • @thecackleman
      @thecackleman 3 หลายเดือนก่อน

      @@WilliamFaucher Every time the Ambient Occlusion comes my entire screen is white, hence the flashbang :)

    • @thecackleman
      @thecackleman 3 หลายเดือนก่อน

      @@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

  • @yogeshj7240
    @yogeshj7240 3 หลายเดือนก่อน

    and here i was why my characters were looking a bit soft and mushy while using lumen ,thanks chief

  • @geraldo.goncalves
    @geraldo.goncalves 4 หลายเดือนก่อน

    Thanks you 🫶

  • @HectorCenteno
    @HectorCenteno 3 หลายเดือนก่อน

    This is great! Thank you! Also, Easy Mapper is fantastic, I will recommend it to my students. Do we know why disabling Static Lighting enables real-time AO? It would seem unrelated.

  • @jeffkirchoff14
    @jeffkirchoff14 4 หลายเดือนก่อน

    Sir I'm a big fan of your Tutorials! I'm ready to buy any paid course you'd love to create

  • @geroldwaefler9485
    @geroldwaefler9485 3 หลายเดือนก่อน

    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.

  • @AdamJanz3D
    @AdamJanz3D 4 หลายเดือนก่อน +2

    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!

    • @WilliamFaucher
      @WilliamFaucher  4 หลายเดือนก่อน +2

      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.

    • @AdamJanz3D
      @AdamJanz3D 4 หลายเดือนก่อน

      @@WilliamFaucher Great! Thanks for clarifying. 😄

  • @Gester143
    @Gester143 3 หลายเดือนก่อน

    so clutch

  • @iPEMiC.
    @iPEMiC. 3 หลายเดือนก่อน

    Some Big Studio tell us that Unreal was not enough realistic and also not suitable for VFX pipeline 🎆 like didn't have shadow pass or AO with or many others pass with Lumens. What do you think? Because you share good content here and we believe that maybe no true! 😎

  • @satyakimandal6572
    @satyakimandal6572 2 หลายเดือนก่อน

    Very helpful video indeed! I am facing a problem with AO, where the foliage clusters are having too much AO in the shadow. This goes away when they are in light, or if I enable hardware raytracing. Do you happen to know any solution to that? Have you faced this issue?

  • @benjaminbernard7709
    @benjaminbernard7709 3 หลายเดือนก่อน

    Really cool!!! Also I sent you a message on Patreon.. Thanks man!!

  • @chamalsameera
    @chamalsameera 4 หลายเดือนก่อน +2

    ❤❤❤

  • @meetvyas3469
    @meetvyas3469 3 หลายเดือนก่อน

    Hey William , does unreal have capability to output specular highlight pass? I cannot seem to figure out that one. Great video btw

    • @WilliamFaucher
      @WilliamFaucher  3 หลายเดือนก่อน

      Hi!
      Unfortunately I don't think it does. The AOV passes in Unreal are rather barebones and limited

  • @d3cemb3r1
    @d3cemb3r1 3 หลายเดือนก่อน

    I bought a mapper at full price and I'm proud of it

  • @billyr9162
    @billyr9162 4 หลายเดือนก่อน +1

    I always wondered why the ambient occlusion slider didn't work. A little bit late but thanks. 😅

  • @Jofoyo
    @Jofoyo 4 หลายเดือนก่อน

    Have you any experience with using bent normals? It seems to help AO especially with highly specular materials but I rarely see anyone talking about it and haven't had a chance to dig into it myself.

    • @WilliamFaucher
      @WilliamFaucher  4 หลายเดือนก่อน

      Not really, as it becomes yet another kind of map one needs to author, when I would largely just rather have more geometry instead, which would generate better results anyway. Not saying they arent useful, but usually I take a more brute force approach to this kinda thing

  • @BradfordSmith3D
    @BradfordSmith3D 4 หลายเดือนก่อน

    Pretty good explanation. The sample count / accuracy overlap between lumen GI and texture occlusion is still a very important and relevant topic. Lumen simply cannot replace the level of occlusion detail that a map would provide.
    Sadly, Quixel megascans are generally poor quality, particularly in the area of occlusion. Often times surface AO is just incorrect, and isn't easy to re-compute in Substance Designer either, since the height and normal often don't match either.
    Baking 3D mesh AO from Quixel 3D High Poly assets is a common approach at studios, but generally is backed by a fair bit of custom pipeline.

  • @RBCreation_15
    @RBCreation_15 3 หลายเดือนก่อน

    Please make a tutorial on niagra system for particle

  • @natemorga
    @natemorga 3 หลายเดือนก่อน

    Bro when are you comming back to canada to visit?

  • @Skyhola
    @Skyhola 3 หลายเดือนก่อน

    hi...i have a little request, can you make a video about unreal engine 5 panoramic capture with foliage enviornment. thank you and i love your videos.

  • @ThomasFeinerMusic
    @ThomasFeinerMusic 2 หลายเดือนก่อน

    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?

    • @WilliamFaucher
      @WilliamFaucher  2 หลายเดือนก่อน

      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

    • @ThomasFeinerMusic
      @ThomasFeinerMusic 2 หลายเดือนก่อน

      @@WilliamFaucherAh, missed that - thank you for clarifying!

  • @m1sterv1sual
    @m1sterv1sual 3 หลายเดือนก่อน

    Is it possible to Bake Textures using EasyMapper, so I get textures sets and avoid using runtime triplanar projection?

  • @user-ps6ds5ov2l
    @user-ps6ds5ov2l 4 หลายเดือนก่อน

  • @kevinabramo8704
    @kevinabramo8704 4 หลายเดือนก่อน

    William, do you suggest a certain type of light for when we bake the texture?

    • @WilliamFaucher
      @WilliamFaucher  4 หลายเดือนก่อน

      Nope, AO doesn't take lighting into account.