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first comment
Ответитьgosh darn it second comment
ОтветитьI love your videos
ОтветитьHey Ben, thanks for the video, do you think it's possible that the lighting information can be baked onto the materials to save on rendering cycles instead of calculating in real time, especially in static scenes? I'm thinking of light baking on materials but it's done in real time instead of building time.
ОтветитьHey Ben, nice explanation! But i think you missed to talk about Distance Field Ambient Occlusion that is more accurate than SSAO
ОтветитьVery usefull videos. Would it be possible to add English subtitles to all movies?
Ответитьthanks
ОтветитьHey Ben, sorry for commenting something unrelated to the video, but could you please make a tutorial on how to use Color ID maps inside the UE4 editor, for example use one color ID for a metal surface and another color ID for water? I wonder if I can have the simple wind grass node only affect the part of the mesh where the UV islands for water is, based on a color ID map. Thanks in advance and sorry for asking for your attention like this, but I can't find a single tutorial on this subject.
ОтветитьGreat video. Thank you.
Ответитьthx Ben
ОтветитьIf Ray-Traced AO is turned on, how does the engine handle AO layers in Materials? Are they ignored or incorporated?
ОтветитьAs another comment here mentioned, I was also wondering if it is better to render out AO in a seperate 3D program like Substance Painter etc. So you have it baked onto the texture itself, instead of doing it this way, or maybe there's a way to bake it in Unreal Engine itself.
Then why use Real time raytraced AO? Only for moving objects, or am I missing something here?
Hello, is there a way to bake ambient occlusion in ue4, having a similar or close to similar result as the ray traced version without using the SSAO. Btw lighting and objects would are not dynamic.
Ответитьthank you for the tutorial, i wish you posted this video last year,
Ответитьnice one !!
ОтветитьBrilliant tutorials! Not too short, not too long, and well explained from both - users and programmers perspective! I think that particular scene with so many textures and additional lights didn’t benefit much from the AO added though, when you showed it in the final results.
Ответитьwhy in my scene the Raytraced AO is visible only if i turn off the SSO?
ОтветитьDidi you try to do edge wear?
Ответитьamazing tutorial Ben, i'm following up all your tuts! very underrated!
ОтветитьWhen I try this - RTAO changes absolutely nothing in the buffer visualisation of AO. What am I doing wrong?
ОтветитьThank you
ОтветитьThank you so much Ben, you are an amazing teacher, Ray tracing couldn't be explained better than this. you are really my life savior.
ОтветитьGreat video, thank you. Maybe someone can clear up my confusion though: isn't ambient occlusion something that 'naturally happens' as light bounces around a scene, e.g. one of the global illumination solutions available in Unreal? Aren't we 'double occluding' if we do a light bake or ray-traced GI and then throw ambient occlusion on top of that?
ОтветитьI tried to follow the steps to turn it on. nothing happens
Ответитьso do you still need to retrace the AO with lumen?
ОтветитьOmg what a gold mine this channel is! Content like this whole series is like the best thing I know of. Super excited to go through more of these! This is teaching how to fish, not just telling what settings to throw in somewhere. Massive respect for all the hard work :)
ОтветитьThank you, sir, very well done on theory explanation and example!
ОтветитьTy, explained what it does with visuals.
Ответитьi did everything
nothing happened
Somehow after I complete light building and I am trying to use the method you are showing, the ambient occlusion is not working. I am using 4.26. Is there something that needs to be enabled before light baking?
Ответитьi dont have rtx 😑inshallah i will have one
Ответитьnot work with ue5.1 and lumen !!
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