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
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 :))
@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,
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.
@@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 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...
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
@@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
@@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.
Yes, after some attepmts I found out there is the new command for this: r.Lumen.ScreenProbeGather.ShortRangeAO 0 *they changed "ScreenBentNormal" to "ShortRangeAO"
@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
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!
Thanks, can’t find it though, is it on ur yt channel?
@@EngineHouseCGI It is on my channel, in the "Shorts" tab
Working prompts for versions 5.2 and 5.3
r.Lumen.DiffuseIndirect.SSAO 1
r.Lumen.ScreenProbeGather.ShortRangeAO 0
It doesnt work on UE5.3.2! Which vers of 5.3 are you using?
@@acsomiT it still working on 5.3.2 You probably should tweak the fade out distance/ intesity/radius of AO from the PostProcessVolume
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
OMFG ! My project was devoid of SSAO after UE5... Thanks !
r.Lumen.DiffuseIndirect.SSAO 1
r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal 0
Thank you so much dude! That worked!
I can`t believe iiiiiiit! Thank you thank you thank you!
I need a T-shirt saying "doesn't work in 5.2"
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 :))
@@PolySphere3D Thank you so much! Why they have to make this simple thing so difficult is beyond me :)
Cool
Thanks bro
Nice!
Ho god thank you, it works. 5.1
i love you!!!!!
BRO in a large map, after a certain distance, everything goes black
tried changing stuff in postprocessvolume
You should increase the Fade Out DIstance to a very high number. It is look like a bug, I hope they will solve it.
@@PolySphere3D Thanks 🙏🏻. Hero.
Thank you. And how do we increase this ShortRangerAO? Because on larger scenes after a certain distance the shadows turn completely black
You should increase the Fade Out DIstance to a very high number, you can find this parameter in post processing volume
@@PolySphere3D Thanks it helped
Can AO and SSAO be used together?
Please update on how this works in 5.2
@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,
@@PolySphere3D Thanks bro, already implemented it, I was missing AO lol.
@@GoatOfTheWoods Same here, this is why I shared these commands :D
Not Working in unreal 5.3
For unreal engine 5.2 and 5.3:
r.Lumen.DiffuseIndirect.SSAO 1
r.Lumen.ScreenProbeGather.ShortRangeAO 0
@@PolySphere3D Thankx Man
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?
are you sure you are using UE5.3? it doesnt work for me
Why is this via a command line and not just working on its own by default?
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.
@@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.
@@mindped Yes, I am looking into this at the moment too. Without AO, real time lightning looks not so great in my opinion.
@@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...
Does not seem to work in 5.3, including the updated console commands poster here.
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
May I ask how to find SSAO on 5.0.3? Thank you
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)
@@PolySphere3D Tks for your reply :D
Thank you so much, can we use ray ttaced AO with lumen?
the second command not showing!?
In 5.2+, You should use
r.Lumen.ScreenProbeGather.ShortRangeAO 0 and r.Lumen.Diffuselndirect.SSAO 1.
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
It is available in 5.0 and 5.1. In 5.2+, is a new command for this: r.Lumen.ScreenProbeGather.ShortRangeAO 0
@@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
@@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.
pls help it doesnt work on UE 5.1
It should work on 5.1, do you have the default settings for the 5.1 project? Dx12, Lumen, distance field on?
Disable Raytraced occlusion in postprocess
0:00
Wenn es sonnst nichts ist, diggi 😅
not working in 5.2 second command is not there
Yes, after some attepmts I found out there is the new command for this: r.Lumen.ScreenProbeGather.ShortRangeAO 0
*they changed "ScreenBentNormal" to "ShortRangeAO"
awesome thanks you are champ @@PolySphere3D
@@PolySphere3D But some clipping is visible in foliage is that happening same with you
@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
Too quick - we need comprehensive video tutorial!!!!!!!
Man you are the god. I wish you pretty girls