How to use Lumen and Screen Space Ambient Occlusion (SSAO) in Unreal Engine 5.

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  • Опубликовано: 18 окт 2024

Комментарии • 64

  • @PolySphere3D
    @PolySphere3D  8 месяцев назад +1

    I've created a new video covering the 5.2 and 5.3 versions. Feel free to watch it on my channel in the "Shorts" tab!

    • @EngineHouseCGI
      @EngineHouseCGI 6 месяцев назад +2

      Thanks, can’t find it though, is it on ur yt channel?

    • @PolySphere3D
      @PolySphere3D  6 месяцев назад

      @@EngineHouseCGI It is on my channel, in the "Shorts" tab

  • @Kogirius
    @Kogirius 10 месяцев назад +51

    Working prompts for versions 5.2 and 5.3
    r.Lumen.DiffuseIndirect.SSAO 1
    r.Lumen.ScreenProbeGather.ShortRangeAO 0

    • @acsomiT
      @acsomiT 8 месяцев назад +1

      It doesnt work on UE5.3.2! Which vers of 5.3 are you using?

    • @PolySphere3D
      @PolySphere3D  8 месяцев назад +1

      @@acsomiT it still working on 5.3.2 You probably should tweak the fade out distance/ intesity/radius of AO from the PostProcessVolume

    • @acsomiT
      @acsomiT 7 месяцев назад

      Yes, I tried and it does! The confusion was that on the video the second command its different from the command in your text. Anyway, to be able to tweak again the AO and use Lumen is of great help. Thank you! People like you are of great help to the UE enthusiasts. @here3D

  • @GoatOfTheWoods
    @GoatOfTheWoods Год назад +8

    OMFG ! My project was devoid of SSAO after UE5... Thanks !

  • @rainbowerror4396
    @rainbowerror4396 Год назад +13

    r.Lumen.DiffuseIndirect.SSAO 1
    r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal 0

  • @maxdschannel8357
    @maxdschannel8357 Год назад +2

    Thank you so much dude! That worked!

  • @paulareb2074
    @paulareb2074 6 месяцев назад

    I can`t believe iiiiiiit! Thank you thank you thank you!

  • @cr0uchingtiger
    @cr0uchingtiger Год назад +19

    I need a T-shirt saying "doesn't work in 5.2"

    • @PolySphere3D
      @PolySphere3D  Год назад +25

      In 5.2 I found out there is a new command for this: r.Lumen.ScreenProbeGather.ShortRangeAO 0
      *they changed "ScreenBentNormal" to "ShortRangeAO". Also, you should increase the AO distance from post processing volume to not have some black artifacts, I am not sure why they to this thing difficult :))

    • @AndreiGhenoiu
      @AndreiGhenoiu Год назад +1

      @@PolySphere3D Thank you so much! Why they have to make this simple thing so difficult is beyond me :)

  • @eserersek1017
    @eserersek1017 Год назад +1

    Cool

  • @AhmedAfandy0
    @AhmedAfandy0 11 месяцев назад

    Thanks bro

  • @lcvaq2488
    @lcvaq2488 Год назад

    Nice!

  • @Amenophis42
    @Amenophis42 Год назад

    Ho god thank you, it works. 5.1

  • @nugoori
    @nugoori Год назад

    i love you!!!!!

  • @akif_sait
    @akif_sait Год назад +4

    BRO in a large map, after a certain distance, everything goes black
    tried changing stuff in postprocessvolume

    • @PolySphere3D
      @PolySphere3D  Год назад +3

      You should increase the Fade Out DIstance to a very high number. It is look like a bug, I hope they will solve it.

    • @nuts4011
      @nuts4011 14 дней назад +1

      ​@@PolySphere3D Thanks 🙏🏻. Hero.

  • @MelvilleG
    @MelvilleG Год назад

    Thank you. And how do we increase this ShortRangerAO? Because on larger scenes after a certain distance the shadows turn completely black

    • @PolySphere3D
      @PolySphere3D  Год назад +2

      You should increase the Fade Out DIstance to a very high number, you can find this parameter in post processing volume

    • @Djonsing
      @Djonsing 8 месяцев назад

      @@PolySphere3D Thanks it helped

  • @JieDu-yj2vd
    @JieDu-yj2vd 4 месяца назад

    Can AO and SSAO be used together?

  • @GoatOfTheWoods
    @GoatOfTheWoods Год назад +1

    Please update on how this works in 5.2

    • @PolySphere3D
      @PolySphere3D  Год назад +5

      @PolySphere3D
      In 5.2 I found out there is a new command for this: r.Lumen.ScreenProbeGather.ShortRangeAO 0
      *they changed "ScreenBentNormal" to "ShortRangeAO". Also, you should increase the AO distance from post processing volume to not have some black artifacts,

    • @GoatOfTheWoods
      @GoatOfTheWoods Год назад

      @@PolySphere3D Thanks bro, already implemented it, I was missing AO lol.

    • @PolySphere3D
      @PolySphere3D  Год назад +1

      @@GoatOfTheWoods Same here, this is why I shared these commands :D

  • @ElbahethAmrSrour
    @ElbahethAmrSrour Год назад +7

    Not Working in unreal 5.3

    • @PolySphere3D
      @PolySphere3D  8 месяцев назад +2

      For unreal engine 5.2 and 5.3:
      r.Lumen.DiffuseIndirect.SSAO 1
      r.Lumen.ScreenProbeGather.ShortRangeAO 0

    • @ElbahethAmrSrour
      @ElbahethAmrSrour 8 месяцев назад +1

      @@PolySphere3D Thankx Man

  • @ArrancerLord
    @ArrancerLord Год назад

    Hi, it works on 5.3 but I have to use the command every time now, will it work if I export my project or is this only for the editor?

    • @acsomiT
      @acsomiT 8 месяцев назад +1

      are you sure you are using UE5.3? it doesnt work for me

  • @mindped
    @mindped Год назад +1

    Why is this via a command line and not just working on its own by default?

    • @Roadified
      @Roadified Год назад

      Because SSAO is not part of "real" light, which lumen aims to be.
      SSAO is artificial effect. Super nice and useful, but obsolete according to Lumen standards I guess.

    • @mindped
      @mindped Год назад

      @@Roadified yea but lumen lacks any kind of ambient occlusion as far as i could tell. Maybe im wrong but it just looks... off. Aside from this theres a setting you have to set to even allow ao in materials to work. Thats in the project settings somewhere.

    • @Roadified
      @Roadified Год назад

      @@mindped Yes, I am looking into this at the moment too. Without AO, real time lightning looks not so great in my opinion.

    • @mindped
      @mindped Год назад

      @@Roadified i was so happy when i found out i could bring my material ao back. I didnt even realize the screen space ao wasnt active until now. Trying to build a realistic scene thats why i was curious about lumens lighting accuracy... if it really needed ao... but im thinkn it just might...

  • @etiennevanier
    @etiennevanier 8 месяцев назад

    Does not seem to work in 5.3, including the updated console commands poster here.

    • @PolySphere3D
      @PolySphere3D  8 месяцев назад

      It still working if you use these conssole commands: r.Lumen.DiffuseIndirect.SSAO 1
      r.Lumen.ScreenProbeGather.ShortRangeAO 0
      You probably should tweak the fade out distance/ intensity/radius of AO from the PostProcessVolume

  • @mokonamodoki1995
    @mokonamodoki1995 Год назад

    May I ask how to find SSAO on 5.0.3? Thank you

    • @PolySphere3D
      @PolySphere3D  Год назад +2

      Unfortunately, I coudn't find it for 5.0. I am not sure it is avaialble. Only for 5.1+ (in 5.2 is renamed r.Lumen.ScreenProbeGather.ShortRangeAO)

    • @mokonamodoki1995
      @mokonamodoki1995 Год назад

      @@PolySphere3D Tks for your reply :D

    • @ZafarAli-ux9pb
      @ZafarAli-ux9pb Год назад

      Thank you so much, can we use ray ttaced AO with lumen?

  • @umarcga7823
    @umarcga7823 11 месяцев назад

    the second command not showing!?

    • @PolySphere3D
      @PolySphere3D  11 месяцев назад

      In 5.2+, You should use
      r.Lumen.ScreenProbeGather.ShortRangeAO 0 and r.Lumen.Diffuselndirect.SSAO 1.

  • @VeeIsDead
    @VeeIsDead Год назад

    the r.Lumen.DiffuseIndirect.SSAO command is not even available in UE5. I have to use 5 cuz the asset I'm, using is supported by 5 the latest. SIGH

    • @PolySphere3D
      @PolySphere3D  Год назад +1

      It is available in 5.0 and 5.1. In 5.2+, is a new command for this: r.Lumen.ScreenProbeGather.ShortRangeAO 0

    • @VeeIsDead
      @VeeIsDead Год назад

      @@PolySphere3D Thank you brother, but I'm not getting ANYTHING. I'm using Skylight/Cubemap. I've tried this and have tried switching the GI from Lumen to Screen Space, I still get the full white screen in AO Visualization and my object looks like it's hovering over the ground still lol... IDK what's happening anymore

    • @PolySphere3D
      @PolySphere3D  Год назад +1

      ​@@VeeIsDeadYou should use r.Lumen.ScreenProbeGather.ShortRangeAO 0 and r.Lumen.DiffuseIndirect.SSAO 1. Also, you should increase the AO Fade Out Distance and intensity from post processing volume and it should work.

  • @jhemotion
    @jhemotion Год назад

    pls help it doesnt work on UE 5.1

    • @PolySphere3D
      @PolySphere3D  Год назад

      It should work on 5.1, do you have the default settings for the 5.1 project? Dx12, Lumen, distance field on?

    • @Amenophis42
      @Amenophis42 Год назад

      Disable Raytraced occlusion in postprocess

  • @M4nticore
    @M4nticore Год назад

    0:00

  • @byLottieVT
    @byLottieVT Год назад

    Wenn es sonnst nichts ist, diggi 😅

  • @cgharsh
    @cgharsh Год назад

    not working in 5.2 second command is not there

    • @PolySphere3D
      @PolySphere3D  Год назад +6

      Yes, after some attepmts I found out there is the new command for this: r.Lumen.ScreenProbeGather.ShortRangeAO 0
      *they changed "ScreenBentNormal" to "ShortRangeAO"

    • @cgharsh
      @cgharsh Год назад

      awesome thanks you are champ @@PolySphere3D

    • @cgharsh
      @cgharsh Год назад

      @@PolySphere3D But some clipping is visible in foliage is that happening same with you

    • @PolySphere3D
      @PolySphere3D  Год назад +1

      @Harsh Pandey Maybe you can tweak the ao parameters from post processing to solve this problem. In the advance settings of AO, you can find quality, distance fade out, and bias. These could help to reduce the artefacts/issues

  • @Staglaitor
    @Staglaitor 8 месяцев назад

    Too quick - we need comprehensive video tutorial!!!!!!!

  • @АлексейСиницын-я2щ

    Man you are the god. I wish you pretty girls