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I'm going to jump straight
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into a setting you should probably have set up
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right now
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in your Unreal Engine 5 project settings
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search for allow static lighting and uncheck this box
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that will now enable Material Ambient Occlusion
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which will allow us to go from this result
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to this
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much cleaner and improved shadowing in indirectly lit
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areas you're welcome
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if you've been using aluminum in Unreal
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Engine 5 for a while
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you might have noticed that it is missing the ability
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to control ambient occlusion
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and while we used to be able to control AO
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through the post process volume in Unreal Engine 4
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things are different now
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now right before we jump into how and
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why this all works and a bit of a shameless plug
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this video is sponsored by me
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in December I released a new tool called evmapper
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on the Epic Marketplace
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which is now 50 percent off for the next week
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etmapper is a master
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material setup that supports World Alliance
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triplaner texture projection
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combined with nanite tessellation and displacement
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and advanced vertech blending
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all in one elegant package for easy texture blending
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on all of your assets
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I also just released an update for et mapper
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allowing custom grass scale maps
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and the ability to paint puddles
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so if you've been on the fence
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now is the time to get it because it is dirt cheap
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you'll find the link down below
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okay so let's dive into why Material AO is important
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ambient occlusion or AO for short
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is a rendering technique used to simulate the soft
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shadows that occur in creases
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cracks and corners of objects where light is occluded
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by nearby geometry or models or whatever
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screen space AO was a very popular feature in ub4
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and a lot of people are wondering why
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it can't be used anymore with Lumen
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in Unreal Engine 5
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however
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Lumen uses a technique called global Illumination
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or GI for its lighting
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GI is all about direct and indirect lighting in a scene
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including effect like
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proper color
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bleeding and reflected lighting and shadows
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from multiple light bounces
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unlike ambient occlusion
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global illumination
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does take into account the interactions of light
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with surfaces and materials
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AO only take the proximity of Geo into account
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not the lighting
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so even if a surface is brightly lit
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AO still shows up and looks a little fake
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in gamey AO and GI
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are two totally different rendering approaches
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so with lumen a screen space AO isn't
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really necessary anymore because GI
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take care of the ambient shadows
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for us already
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having SSAO and GI
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would result in shadows that are way too dark
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and it just it just doesn't look very good
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but Lumen isn't perfect
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in order for unreal to run in real time
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shortcuts need to be made somewhere
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and lumen takes through
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shortcut by sacrificing lighting quality
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and more specifically lighting accuracy
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because while lumen does use ray tracing
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it only calculates about half a ray per pixel
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while Path Trace renders
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need about
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200 plus rays per pixel for acceptably noise free GI
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so yeah shortcuts need to be made somewhere
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there's no free lunch
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while Lumen does take care of the general shadowing
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between objects
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in fact it's really good as of unrealagen 5.3
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I've got to give credit where creditors due
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but it just isn't accurate enough to get those really
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satisfying high frequency detailed shadows
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that you get when you compare it with the past tracer
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take a look at this render I made in a video last year
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the past tracer results are simply better
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especially once you know what to look for
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fortunately that is where Material AO can come in very
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handy which is the feature we just enabled
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by disabling
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that checkbox at the beginning of the video
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don't ask
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so here I have this awesome suit of armor model
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you'll see that the armor bit
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do get a bit of self shadowing
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thank to GI and Lumen
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you get this for free
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but some of those contact shadows still
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feel a little bit floaty
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like this part here for example
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right in between the two metal plates
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it should be very dark
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not much light should be able to reach in there
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if we compare to the path tracer
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you'll see that the path trace results
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just feel more better
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the pieces of armor feel more connected
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right here
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again if we zoom in to those thinner place metal
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the contact shadows here are just
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so soft and accurate and crisp
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it is all about those contact shadows
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but using material AO
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we can partly make up for that lack of accuracy
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when using lumen
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so using an AO map for this model
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by plugging the map into the ambient occlusion
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slot of the material
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we can go from this to this
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it is a huge difference
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but the really cool thing is that
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if I rotate the light around
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you'll notice that the AO we added
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fades away
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it only shows up in indirectly lit areas of your model
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it isn't just multiplying the AO
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on top of the base color
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like that old school thing we used to do back in like
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2008 this is great
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because you wouldn't want a dark AO shadow to show up
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when a big bright light is shining directly on it right
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it is another way for us to squeeze out
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a bit more detail in those indirectly lit areas
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that Lumen really can struggle with a bit
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so see what happened if I toggle the AO map on and off
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it is a day and night difference
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major improvement
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now I did add
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some additional cavity detail to the AO
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map just to accentuate
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the example but you get the idea
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fortunately every
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single mega scan surface you download from the Quickel
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bridge comes with an ARD
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Ord map meaning the ambient occlusion map is here
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in the red channel
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but unfortunately the Mega Scan models
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do not seem to have AO included
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only the roughness and displacement
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which kind of sucks
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but don't worry
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there is a way to bake AO on your models
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directly in unreal
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so first
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you're going to need to enable the modeling tools
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plugin by going here to plug in and search for modeling
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make sure these are checked
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once you restart the engine
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you'll find the modeling tool here
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or you can use the shortcut
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then we can navigate to the bake tab over here
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select the model whose AO map you want to bake
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and select ambient occlusion from the list
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set it so that the AO
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map is saved to the correct folder
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choose your desired resolution and there you go
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you'll have your AO map baked
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and ready to plug into its material
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easy mapper or otherwise
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unrealist seems to use the CPU
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to bake the AO maps which makes it a lot slower than
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the GPU baking the other apps like Substance
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Painter and designer use
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but I mean it's amazing to have this baking feature
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built directly into the engine
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I didn't even know it existed until recently
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so I hope you found this tip helpful
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thank you so much for watching everyone
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and as always folks
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happy rendering
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