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

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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