How to turn ssao ON?

The only thing I can think of is that you’re graphics settings in the editor might be set too low to allow ambient occlusion, although if you are using baked lighting than ambient occlusion should be present no matter the setting. I’m sure there could be other reasons, but I can’t think of any at the moment.

Hello,

How to turn ssao ON?

I’ve found this:

but this documents have wrong construction IMO and don’t tell the most important thing: where is option and how to turn it on :\

And this, but IMO it’s outdated topic. btw. Turning ssao by material cubemap? How messed up is this? I think it was updated\replaced.

In Global PostProcess I’ve found ambient occlusion tab but…it does nothing :\

I tried to use buffer visualization but got 100% white screen.

Any advice appreciated.

And where I can find AO settings? These from Global PostProcess>AO doesn’t work imo. I’d like to see in real time how values affect the scene.
I have quality set to epic + I placed a new model to the scene so it hasn’t got a lightmap.

EDIT: ok, finally I can notice AO in buffer visualization. Too bad I cant see it in LIT mode. I hope it will be visible after bake.

Thanks!

Eh, Probably coz of this I can see AO ONLY in shadows :frowning: How to turn it ON for areas covered by sun- directional light?

“Because the thing is this: AO in UE4 gets only applied to indirect lighting. So if you fake GI with point lights, its again direct light so the AO gets masked off in those areas = its not visible. UE3 did not have that functionality, so faking GI with point lights was easy.”

My bad, AO is also present in light but is barely visible- very, very subtle effect. Too bad. I wish to increase it.

Try the settings in the Quick Settings bar at the top of the editor. Go to Quick Settings->Engine Scalability Settings. I believe some of these effect AO.

you can make a PostProcessMaterial (how to do that link)

in the postprocessmaterial you can for example multiply the scentexture color with the scentexture SSAO. this method gives you more control (on how much to apply options still in post process volume), but I think the unreal way to do it is by using the cudemap in the postprocess volume (in the last demo “matinee” fight it was done this way).

from above:
So if you fake GI with point lights, its again direct light so the AO gets masked off in those areas = its not visible.

yeah this problem remains, but the idea with the cudemap is to fake this lighting.

If you dont get it to work I can provide an example with the postprocessing method.

Place a Post Processing volume into your world and set it to unbound. Then go to the Ambient Occlusion section of the volume and tweak the settings. You can adjust things such as the Intensity and Radius as well as more advanced settings.

I think I got it. They messed up it a bit imo, Scale of the AO should be up tp 10 not 1.

Under Settings > Engine Scalability Settings make sure that Post Processing is set to Epic