AO (Ambient Occlusion) in Post Process Volume for UE5 and Lumen?

Ambient Occlusion is not working, and I can’t figure out why.

I created a simple scene, with the HDRI Backdrop.

  • no direct light
  • just skylight
  • Lumen

PPV is unbound.
Ambient Occlusion Settings → Intensity, and Radius don’t react.

I am assuming I am missing something substantial.
But what is it?

Thx for any little help, appreciate it!
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Hello @BernhardRieder, take a look at the documentation:

:wink:

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soo… the Material AO, you can use a texture map to add an AO Map to your mesh.

But what I am talking about is the Ambient Occlusion, generated by the GI.
Even in 4.27 I was able to use Ray Traced AO to control the Intensity of all the Ambient Occlusion within my PPV.

That’s what I am looking for and I would like to control - but not the AO inside a material.

Yes but 4.27 has no lumen, isn’t it?

you bet, but that’s my question. We still have inside the PPV the attributes to control AO.
Does it mean, it’s gone with Lumen?
And if not, you can control the AO only with the material anymore?

If you have thousands of objects in your scene, you’ll need for all of them the AO texture map, and then plug that map into the material slot.

I mean… isn’t it possible to have an AO with Lumen like we have with Ray Tracing?

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I think I don’t understand very well…
I see occlusion
image

But anyway, just use raytracing if you really need, for example:

Hope It helps!

that’s the point, you are spot on. The AO works when using Ray Tracing.
But I want to use the AO with Lumen.

And that’s what doesn’t seem to work.

Is because Lumen is not going to use the old AO, read the documentation, please… Is not about if it works or is a bug… Is just are different

I read the documentation, but I am sorry, it’s not clear to me and all attempts to get the AO done with Lumen failed. Besides the material solution.

I am not a developer writing code. I am a user that wants to know how the AO can be applied with the PostProcess Volume and using Lumen. And if this is possible or not. That’s it.

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Do we get any Feedback from Epic on how to use the AO in the PPV when using Lumen?
Thank you so much, appreciate it!

Perhaps you can take a look at this amazing video, It helped me a lot with lumen:

Alberto, I know William and his Videos. Lol; if it would have covered that question, I wouldn’t have posted here. And if you have watched his video, you would also see that he is not covering the AO topic.

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Well @BernhardRieder, as far I do know is not possible to use the old AO unless changing the Method, as I said here… global illumination

But perhaps I’m wrong of course, perhaps someone else can help!

yes, you are referring to use Material AO.
Sooo.oo, an AO pass using Lumen and PPV doesn’t work?
Yes or No? Or no clue?

I would say no

As I said before…

Lumen replaces, just it

And is wonderful, just one directional light

Lumen replaces what?

@alberto I really appreciate all your efforts, but I believe you are not understanding what I am talking about.

Lumen is the new GI solution and is replacing the Ray Traced GI.
But that has nothing to do with an Ambient Occlusion Pass.

The AO is an extra pass you can control and add on top of your GI Solution.
As I showed in my video before, an additional AO Pass is possible when using Ray Tracing for GI. But this AO Pass is not working when using Lumen for GI.

Does this make sense?

And my question were from the beginning:
How to add and control the AO pass within the Post Process Volume when using LUMEN for Global Illumination.

  1. Is it possible, or not possible?
  2. And if it’s possible, how?

There is nothing inside the official Epic Documentation that clarifies.

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and what you are saying, Lumen is replacing it, you are just talking about GI but not the AO.

Lumen Global Illumination replaces Screen Space Global Illumination (SSGI) and Distance Field Ambient Occlusion (DFAO).
Last reply I do!

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