Hey! I have a problem with what seems to be ambient occlusion (or whatever it’s called for Lumen). The forest look unnaturally bright from a far distance, how do I increase the tracing distance?
The video is captured with Lighting Only.
Hey! I have a problem with what seems to be ambient occlusion (or whatever it’s called for Lumen). The forest look unnaturally bright from a far distance, how do I increase the tracing distance?
The video is captured with Lighting Only.
The PPV has a setting that covers it, under the lumen tab.
Increasing ‘‘Lumen Scene View Distance’’ did the trick for me! Thanks!
Not working in 5.2 either. Seems they went on ahead and removed r.lumen.screenprobegather.screenspacebentnormal 0 preventing artists from being able to force this pass.
Update: r.lumen.screenprobegather.screenspacebentnormal 0 wasn’t removed but actually replaced with: r.Lumen.ScreenProbeGather.ShortRangeAO 0
Explained in the comment section of this video: How to use Lumen and Screen Space Ambient Occlusion (SSAO) in Unreal Engine 5. #ue5 #unrealengine5 - YouTube
I’m having the exact same problem, though in the 5.3 version. My Ambient Occlusion render passes are completely white, and my other texture passes (like Roughness, Base Color, etc) are extremely bright.
Should I just turn off Ray Tracing if that’s the problem?
There are a few people giving the cvars to enable SSAO while lumen is going, but is there any way of enabling raytraced ambient occlusion? My issue is that SSAO takes into account any normals editing, which I don’t want, I just want a pure raytraced AO pass based on the geometry of the scene.
Lumen is getting experimental RTAO in the main branch as I understand. So it’s not in the launcher version yet. Check the Lumen Feedback thread, it was recently discussed there.