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
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.
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.
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.
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.
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 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.
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
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.
Thanks for sharing! I'll pin this for people to see 👍
You should also enable Allow Static Lighting in the Project Settings, as William Faucher explained in one of his videos.
@OverJumpRally wait did I not add that bit in the video?
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.
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.
Yep. That's a good tip 👍
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.
I'll try it out with my new foliage system
Amazing channel, very insightful
Link to my Patreon Projects - Including World Forge and Cloud Forge: www.patreon.com/c/arghanionspuzzlebox
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.
Something must be over writing it somehow. Have you tried hiding visual effects one by one?
@@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.
thank you!
You're welcome!
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
The dark ruins project is in 5.5
This method works in any unreal engine 5 version