Hi guys!
I created a material in substance designer and I want the AmbiantOcclusion from it to be there when I build my lighting in Unreal because it gives it a lot more depth,but if I use a stationary light it’s not working,only works with static lights.
Is there any way to make the AO from my material appear with a stationary or movable light?
(I’m using stationary because it gives a better look to the scene,except that material AO problem…)
This is a very scenario specific issue. Normally you do not want ambient occlusion occurring where there is direct lighting, because realistically, ambient occlusion only exists in shadows. The simplest solution, IMO, is just to multiply the AO into the Base Color, which I would normally never suggest doing, but should be fine for something like this.
In addition to multiplying it into the basecolor, do that with the specular too, otherwise you’ll get reflections in the shadows and it will look painted-on.