Why does my Material AO disappear as i back away from a surface? (not far either)

Why does my Material AO disappear as i back away from a surface? (not far either)

As you can see in teh video when rendering normal game view the ao vanishes as i back away… but when im in material ao view mode it does not vanish with distance… what is the problem here ? Why would it do this. I am using lumen. I disabled static lighting so material ao works.

Try setting the ‘mip gen settings’ of the normal map to ‘nomipmaps’

Doesnt help at all… tried it on the normal map and the texture that has the ao. Even tried for setting it to sharpen with -5 as the mip bias.

HOnestly the issue seems to happen to all AO… not just material ao. Does lumen just break all ao? The ao is stronger when i enable tesselation and less when its off. But the problem remains in both instances… leading me to beleive its all ao… not just material ao being the problem.

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This does not seem to be a problem if Lumen is disabled. Can someone please tell me what to do to make this work with Lumen… or is it a bug.

I’m not able to reproduce this in 5.4.4:

I’d suggest you try testing with a simpler material with larger AO detail, that will at least narrow the issue down to whether material AO is working correctly or not

Have you tried disabling Lumen completely (delete DefaultEngine.ini)?

what kind of lighting is your scene using?

Lumen, only light is a skylight using the gray cubemap that ships with the editor

First thing i notice from deleting just the normal map, making diffuse white, removing metal, roughness and displacement… is the lighting gets stupid … I even get ao in lit areas…

This is before i can actually test anything in a brand new scene.

For your info its the tiling white sides of the buildings… thats all it is is white. Just an ao applied.

Why would removing the normal map make it look like crap? Its not like its a baked model from high to low… its modular wall peices that are flat


Seems like somethings wrong with your mesh

Its a lot of meshes and they are fine when a normal map is applied to them. Its modular parts.

What happens if you just throw a the default grid material on them?

whats it called?

MI_ProcGrid

This is with material slot cleared to no material

Well, seems like something is wrong with your material then

Its nothing complicated. It just uses ao from a texture array… and its using 1 channel… and its a mask texture. The fact that ao looks decent before i remove the normal map seems a little strange… like i just keep finding engine bugs. Its also triplanar

definently not the meshes either… just tried with same results on a default sphere from the engine.

In your example… try making your texture a masks sampler type. Use the blue channel … as a mask texture…What happens then?

EDIT

oh wait… when u delete a normal map it makes the normal 0 0 0 in the material… instead of 0 0 1

Basically it still happens… but its barely visible when everything is white version of the material.

Maybe mip issue… but i thought if i set the texture array to no mips that should no longer have mips then… so wtf…

In my video example its a little more extreme because that version has tesselation enabled… so im guessing the 3d space adds ao for lumen as well but lumens ao is kinda garbage so it disappears when u back away