Does Lumen use AO in the material anymore?

Does Lumen use AO in the material anymore? I realize my meshes seem to not use lumen in the material even if i remove it completely it looks identical.

I don’t know for sure, but I know that material-based AO is intended to simulate surface-local roughness that’s not modeled in the geometry, similar to how normal maps are intended to simulate surface curvature that’s not modeled in the geometry. Thus, I see no reason why it wouldn’t want to use the AO – there’s no other geometry there to tell you about the local occlusion.

You need to disable static lighting in the project settings for material AO to function with Lumen.

Thank you so much! This worked. Do you think its a major performance hit in terms of material cost using this? Any difference at all? Obviously not talking about static lighting per say. Just the material cost if i wasnt using static lighting either way.

Disabling static lighting means no need for lightmap UVs and other related costs which save on performance. Regaining the material AO negates some of that savings but it is still probably a net benefit. As I understand, the reason this works is because the lack of a static lighting pass creates more space in the buffer, so the AO pass can be added back in.

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