Hi all,
So I have a quick question about using Ambient Occlusion maps in Unreal Engine 4. So I plug my Ambient Occlusion map into the Ambient Occlusion node in the Material Editor, however it almost looks like nothing is happening. Do I need to put the Ambient Occlusion map in Photoshop and set the AO map to Multiply on top of the Diffuse map? If so would I then plug that map into both the Basic Color and Ambient Occlusion nodes in the Material Editor?
Any help and clarification on this is greatly appreciated. Thank you
Replies
I already setup the texture node to be masked instead of color. And my packed texture its already in Maked mode instead of DXT compression.
But i still not having the AO effect. My scene have pre-computed light turned off ( lightmaps), but i can't see any results. Even if i turn unlit mode and AO in the G-Buffer. Its just not happening.
I dig a bit this subject over the internet, and its not clear for me. Not even at UE4 forum. I just can't find anything too.
What i want is Baked AO map to work, not only SSAO from PPV.
This is an old post, but kevin, did you solve that?
If you don't want it to work like that, because you want it to show everywhere, you can just multiply it on the base color, instead of plugging it into the ao slot...
At any rate, everyone here is right. It should only show up in not directly lit places. If you're unhappy with that, there are ways to get it to work the way you want, but they won't be physically correct.