I RESTORED Ambient Occlusion Control in Unreal Engine 5!

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Arghanion's Puzzlebox

Arghanion's Puzzlebox

Күн бұрын

Пікірлер: 17
@OverJumpRally
@OverJumpRally 3 күн бұрын
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 3 күн бұрын
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 3 күн бұрын
Thanks for sharing! I'll pin this for people to see 👍
@OverJumpRally
@OverJumpRally 3 күн бұрын
You should also enable Allow Static Lighting in the Project Settings, as William Faucher explained in one of his videos.
@ArghanionsPuzzlebox
@ArghanionsPuzzlebox 3 күн бұрын
@OverJumpRally wait did I not add that bit in the video?
@DamienRamirez
@DamienRamirez 3 күн бұрын
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). <a href="#" class="seekto" data-time="482">8:02</a> 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.
@n1lknarf
@n1lknarf Күн бұрын
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 Күн бұрын
I'll try it out with my new foliage system
@slayth6332
@slayth6332 3 күн бұрын
Amazing channel, very insightful
@snook-official
@snook-official 3 күн бұрын
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 3 күн бұрын
Something must be over writing it somehow. Have you tried hiding visual effects one by one?
@snook-official
@snook-official 3 күн бұрын
@@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.
@ArghanionsPuzzlebox
@ArghanionsPuzzlebox 4 күн бұрын
Link to my Patreon Projects - Including World Forge and Cloud Forge: www.patreon.com/c/arghanionspuzzlebox
@RahhmiPoofs
@RahhmiPoofs 3 күн бұрын
thank you!
@ArghanionsPuzzlebox
@ArghanionsPuzzlebox 3 күн бұрын
You're welcome!
@Asmund648
@Asmund648 3 күн бұрын
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 3 күн бұрын
The dark ruins project is in 5.5 This method works in any unreal engine 5 version
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