I RESTORED Ambient Occlusion Control in Unreal Engine 5!

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  • เผยแพร่เมื่อ 19 ม.ค. 2025

ความคิดเห็น • 19

  • @OverJumpRally
    @OverJumpRally 17 วันที่ผ่านมา +11

    Great video!
    There are two other variables I use:
    r.AOApplyToStaticIndirect=1 ; it boosts AO when Lumen is off! This is great if you disable Lumen with Low and Medium scalability but you don't want to lose the AO.
    And since I have a car game, I needed to add this one as well:
    r.AOAsyncBuildQueue=1 ; Removes flicker on the reflections on Clear Coat when AOApplyToStaticIndirect is on

    • @OverJumpRally
      @OverJumpRally 17 วันที่ผ่านมา +1

      Oh, there's also this one:
      r.AOGlobalDistanceField.FastCameraMode=1
      It boosts performance but it removes most of the small Mesh Distance Field elements when Lumen is used.

    • @ArghanionsPuzzlebox
      @ArghanionsPuzzlebox  17 วันที่ผ่านมา +2

      Thanks for sharing! I'll pin this for people to see 👍

    • @OverJumpRally
      @OverJumpRally 17 วันที่ผ่านมา +4

      You should also enable Allow Static Lighting in the Project Settings, as William Faucher explained in one of his videos.

    • @ArghanionsPuzzlebox
      @ArghanionsPuzzlebox  16 วันที่ผ่านมา

      @OverJumpRally wait did I not add that bit in the video?

  • @DamienRamirez
    @DamienRamirez 17 วันที่ผ่านมา +8

    AO default 1 is off for materials. 0 is full AO. Opposite to what people think, So if using a multiply you want to saturate it (Limiting it to 0-1) & Use multiply values of 0 (Min) & 1 (Max) lower being more AO so you leave it at 1 by default (Or white values = no AO, Black Values = AO, while its a scalar value you can still do some weird soft shadowing AO if you want but better off multiplying that into base colour also at while using AO normally without it). 8:02 Just use a SetMaterialAttributes node & add a AO input, put it between the Material function & the Material Attributes output. In modeling Tools you can also bake AO to the vertex information so you can reference it via Vertexcolour node via channel it is baked to.

  • @kaiserm21
    @kaiserm21 3 วันที่ผ่านมา +1

    Great Video! By the way you can use Set Material Attributes Node for the AO so you dont have to manually connect the Megascans Function to the Material Outputs.

  • @n1lknarf
    @n1lknarf 15 วันที่ผ่านมา +3

    You should do a test with thick foliage assets; AO creates a thick shadow that I haven't found how to control yet. Wish there was a way to soften it locally.

    • @ArghanionsPuzzlebox
      @ArghanionsPuzzlebox  15 วันที่ผ่านมา +1

      I'll try it out with my new foliage system

  • @slayth6332
    @slayth6332 17 วันที่ผ่านมา +1

    Amazing channel, very insightful

  • @ArghanionsPuzzlebox
    @ArghanionsPuzzlebox  17 วันที่ผ่านมา

    Link to my Patreon Projects - Including World Forge and Cloud Forge: www.patreon.com/c/arghanionspuzzlebox

  • @snook-official
    @snook-official 17 วันที่ผ่านมา +1

    Nice one, I'd have never figured out the combo of those two commands. Just had a play around and I have this working in some projects but for my main project I'm currently working on the AO visualiser is still blank despite having everything set up and with AO materials applied. There must be another project setting preventing it from working, additionally I have ambient occlusion ticked in the project settings as this can also disable it but it's not working.

    • @ArghanionsPuzzlebox
      @ArghanionsPuzzlebox  17 วันที่ผ่านมา

      Something must be over writing it somehow. Have you tried hiding visual effects one by one?

    • @snook-official
      @snook-official 17 วันที่ผ่านมา

      @@ArghanionsPuzzlebox It must be something in my config file, I have several levels in the project all using different PP settings and it doesn't seem to be working at all across the project, though I'm reluctant to start messing with my config in case I break something, or break something and don't realise until later down the line at which point I'd have forgotten what I changed, though I do have a backup just in case.

  • @RahhmiPoofs
    @RahhmiPoofs 17 วันที่ผ่านมา +1

    thank you!

  • @Asmund648
    @Asmund648 17 วันที่ผ่านมา +1

    Hey, is this project in 5.5.1? I cant add Dark Ruins to a project and it isnt possible to download 5.5 anymore lol

    • @ArghanionsPuzzlebox
      @ArghanionsPuzzlebox  17 วันที่ผ่านมา

      The dark ruins project is in 5.5
      This method works in any unreal engine 5 version