UE4 4.24 SSGI + AO Implementation

:slight_smile: I actually work with and have worked in recent past with some of those companies mentioned. I can assure you we all render out passes in form of render elements including an AO pass were required to comp them in later during compositing. Sure you can use them in the shader as well and we do!
But we also choose to render out AO automatically during the main render pass which includes all the separate elements. These are for artistic control. Let us not argue on something I factually know is 100% true today :). I’ve been int he industry professionally for over 25 years now. This doesn’t mean AO is used everywhere it just means it is there when you need it and you will need it during comps.

As for UE4, it is a cheat software, because it is a game engine and serves its purpose as that, SSGI is not an accurate GI solution it is a hack of a hack one bounce color bleed! and a post process at that! it is light years behind anything close to a raytraced GI solution let alone unlimited bounces. Even Epic says use it in a very subtle manner. Which is why some people use another hack called post process AO which suffers form similar problems to make up for others shortcomings. used both together and you will risk getting muddy dirty images. Some care others don’t.

But I mentioned earlier in my post, I don’t recommend using post process AO since it doesn’t give good results, use Material AO for clean results. and work around dynamic contact shadows with other custom setups not requiring post process AO.