Material Ambient Occlusion in Unreal Engine 5

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  • čas přidán 15. 06. 2024
  • While Screen-Space Ambient Occlusion (SSAO) isn't really a thing anymore in UE5, we still have a way to use AO to help compensate for the shortcomings that Lumen has with its lighting and shadows. And, we can bake Ambient Occlusion maps onto models directly in the engine in seconds.
    Purchase EasyMapper HERE: www.unrealengine.com/marketpl...
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    Knight Armor model courtesy of The Royal Armoury (Livrustkammaren):
    sketchfab.com/3d-models/the-p...
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    ---------------
    Timestamps:
    00:00 - Project Setting to Set Up
    00:24 - Why is SSAO not working?
    00:43 - EasyMapper
    01:18 - What is AO and GI?
    03:18 - Why you should use Material AO
    05:46 - Baking AO maps for your models in Unreal Engine 5
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    DISCLAIMER: This video/description contains affiliate links, which means that if you click on one of the product links, I’ll receive a small commission. As an Amazon Associate, I earn from qualifying purchases. This helps support the channel and allows us to continue to make videos like this.
    Thank you for the support!
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Komentáře • 232

  • @raulgomez8523
    @raulgomez8523 Před 4 měsíci +62

    Hallelujah!!!!! Finally, I spent a long time researching why the AO wasn't working for me and I gave up, I couldn't find anything about it, thank you William. By the way, EasyMapper is great, I love it. Congratulations.

    • @WilliamFaucher
      @WilliamFaucher  Před 4 měsíci +7

      Thank you! Hope it helps!

    • @dubblesnup4457
      @dubblesnup4457 Před 4 měsíci +2

      Seriously! Why isn't there more information about this?

    • @raulgomez8523
      @raulgomez8523 Před 4 měsíci

      @@dubblesnup4457 I don't know, but everything I found was for the 4, and others that were for the 5 didn't work.

    • @ianwatson5767
      @ianwatson5767 Před 4 měsíci +4

      ​@@dubblesnup4457 Because UE documentation and tutorials basically don't exist. Try making a VR game in UE, there's virtually nothing out there. It's why everyone just uses Unity for VR.

    • @DeltaNovum
      @DeltaNovum Před 3 měsíci

      Never been so happy to be subbed to a UE focused channel. Haven't been using Unreal for almost 2 years now, due to health and other things. But I'm getting easymapper now just in case I'll get back in that saddle ^^.

  • @UnrealSamurai33
    @UnrealSamurai33 Před 4 měsíci +21

    Ever since UE5 was first released, I've been both amazed and puzzled by the way AO was being utilized. Prior to the switch, I used it so much. I just wanted to express my gratitude for not only sharing the engine tip but also providing a thorough breakdown and explanation of how UE5 Lumen is calculating AO. Your tutorial was excellent, as always!

  • @chriswatts3697
    @chriswatts3697 Před 4 měsíci +27

    Ambient Occlusion is so important and helps so much when it comes to depth.

    • @WilliamFaucher
      @WilliamFaucher  Před 4 měsíci +9

      Not needed with pathtracing though ;)

    • @gibgibGG
      @gibgibGG Před 4 měsíci +1

      So the method you just taught is really a less expensive way to get better shadow detail with Lumen and GI, but still not as good as pathtracing right? @@WilliamFaucher

    • @WilliamFaucher
      @WilliamFaucher  Před 4 měsíci +1

      @@gibgibGG Pathtracing always has the best results but is 200x slower.

    • @gibgibGG
      @gibgibGG Před 4 měsíci +1

      Right, but wouldn't you agree we're stuck with it for cinematics if we want the highest quality?@@WilliamFaucher

    • @WilliamFaucher
      @WilliamFaucher  Před 4 měsíci +4

      @@gibgibGG No? Pathtracing still has a ton of limitations in UE5 and it doesnt work well for all situations. Not to mention the render times can be a hurdle depending on the production turnaround.

  • @WesselHuizenga
    @WesselHuizenga Před 4 měsíci +4

    this is such an underated technique, thanks for highlighting it!
    You are still able to use the Screen space ambient occlsuion (SSAO) combined with lumen. but the results arent as great as baking the AO into the material itself- it might however be usefull for complex scenes like archviz.
    you can enableSSAO by using these console commands:
    r.Lumen.DiffuseIndirect.SSAO 1
    r.Lumen.ScreenProbeGather.ShortRangeAO 0

    • @cryzenx.
      @cryzenx. Před 4 měsíci

      exactly and then dont forget to increase the distance of AO to fix black spot of lumen :)

  • @aaronhartshorn3029
    @aaronhartshorn3029 Před 4 měsíci +10

    literally have been searching for this EXACT setting for months. thank you.

  • @joedoe6737
    @joedoe6737 Před 4 měsíci +7

    I was trying to wrap my head around AO in UE5 like 2 days ago aaaaand there you are, thank you AGAIN

  • @Klarified01
    @Klarified01 Před 3 měsíci

    BEAUTIFUL video! Nicely presented, cleanly edited, gorgeously recorded. Just awesome.

  • @simonflash_edit
    @simonflash_edit Před 4 měsíci +3

    Thanks so much for sharing! I'm glad that i learned more about this feature. You don't want to miss all of this detail in your Lumen renders.

  • @DKConcepts
    @DKConcepts Před 3 měsíci

    Love your tutorials and videos. They are always to the point and very engaging! Thank you so much for all of them. They are helping me be more confident to do my personal project!
    Also EasyMapper and EasyFog so good so good!

  • @sveneschCOM
    @sveneschCOM Před 3 měsíci

    Oh my godness, Thank you WIlliam for doing all those research on the engine - it helped me so much in the past to get a greater quality for my renderings! Awesome! Keep up with that!

  • @AmjoodBasha
    @AmjoodBasha Před 3 měsíci

    Man, I feel your tutorials end so quickly even if they are over 1 hour! I guess its your super style, the way you smartly deliver the idea, and your assets are just SUPER and very affordable! I get so excited when I see a new video of yours! Thank you man!

  • @NeonFraction
    @NeonFraction Před 4 měsíci

    Never a bad video on this channel. Thank you so much for sharing this!

  • @OverJumpRally
    @OverJumpRally Před 4 měsíci

    The AO in the shadows makes a HUGE difference! Unbelievable! Thank you!!

  • @user-hn2wr9cm2d
    @user-hn2wr9cm2d Před 3 měsíci

    You are my savior William!❤❤❤❤ I had this problem just two days ago and now you just pop up and solved immediately. Love you William😊😊😊

  • @meetmistry9653
    @meetmistry9653 Před 4 měsíci

    Always comes with proper detailed research tutorial thanks alot Sir.

  • @anthonymalagutti3517
    @anthonymalagutti3517 Před 4 měsíci

    Great tip man ! How on earth did I miss the AO baker inside the engine! Fantastic.
    Btw, O ve been in the indistry for more than 20 y and you won t believe how many times I’ve seen and keep seeing AO maps simply MULTIPLIED over Base color like you mentioned. Thx Epic for helping creatively and technically

  • @AndrewMcQueen88
    @AndrewMcQueen88 Před 4 měsíci +3

    such a satisfying bit of content, thank you William

  • @vyleart4488
    @vyleart4488 Před 4 měsíci

    So glad someone finally tackled that one THANK YOU! Been bothering me for a while.

  • @miquelsalvatejedor3123
    @miquelsalvatejedor3123 Před 3 měsíci

    Thank you for your videos William! You are a great communicator!

  • @TheCheshko
    @TheCheshko Před 4 měsíci

    Your videos are a great source of information. Thank you so much!

  • @kei_nekatwo
    @kei_nekatwo Před 4 měsíci

    Thank you so much for this! I just switched to Unreal Engine and I was so frustrated on why I couldn't get those nice shadows I always loved

  • @aakashbanerjee6302
    @aakashbanerjee6302 Před 4 měsíci

    Thank you so much, I was facing this AO problem for so long.

  • @Elfenshow
    @Elfenshow Před 4 měsíci

    Sir I've been a fan of this exact model on sketchfab for a while (Love the shield too) and had this exact problem. The lighting just always felt flat. Had no idea I could get it looking this good with lumen. Also had no idea you could bake AO in unreal engine either. How are every one of your videos this educational? Been loving EasyMapper too, can't thank you enough.

  • @atasafarzadeh7110
    @atasafarzadeh7110 Před 4 měsíci +1

    It's truly gratifying to witness UE5 transcend the gaming industry, pioneering new standards of realism for professional CG users in both the film and visual arts sectors, especially in terms of visualization. These groundbreaking features epitomize flawless realism! 🤔🔥

  • @CartoonChris1
    @CartoonChris1 Před 4 měsíci

    these are the vids we need. I wondering why my AO wasn't functioning as expected and didn't know the right googlefu to find it. thanks!

  • @86Dina
    @86Dina Před 2 měsíci

    Thanks a lot! I looked on a ligthed part of mesh and thought it doesn't work, but after your video I turned to shadow side and I saw that it's here and works!)))

  • @bcklmk_irl
    @bcklmk_irl Před 4 měsíci

    Nailed it once more! Thanks so much for these :)

  • @dwiz_9336
    @dwiz_9336 Před 3 měsíci

    You read my mind William, holy cow literally as I was just about to research on it. I checked your channel and voila--it's like divine intervention haha

  • @fhajji
    @fhajji Před 4 měsíci

    AO is back? Finally! Also, just bought EasyMapper, and can't wait to give it a try.

  • @fddesign
    @fddesign Před 4 měsíci

    WOW!!! Another great tuto!!! Thanks a lot!

  • @grodkowski
    @grodkowski Před 4 měsíci

    I might know how to do everything in EasyMapper... But, the ease of having it all setup is such a time saver from building it myself. I'll buy it.

  • @terramidia3d
    @terramidia3d Před 3 měsíci

    Straight to the point, thank you.

  • @ArisDoulas
    @ArisDoulas Před 4 měsíci

    Good video. Nice and short... Leaves more time for drinking!
    Ok jokes aside, this info is golden! You're the best William!

  • @lebombe8342
    @lebombe8342 Před 4 měsíci

    Damn ! Big thanks for showing us this little hint

  • @RWBKelly
    @RWBKelly Před 4 měsíci

    Another great tip. Thanks very much for sharing

  • @Artof3drendering
    @Artof3drendering Před 4 měsíci

    wow this is top! HUGE tip thank you William!👌

  • @dominikgomoka8541
    @dominikgomoka8541 Před 4 měsíci

    Great tip! I wondered for a long time how this AO setting works in PPV, I didn't see any changes when tweaking it. BTW for AO maps quick baking - there is a tiny free progrtam I use for anyone needing to create maps like AO outside of unreal - its called Materialize, helpful to create quick and dirty maps from images nad it has AO map function too :)

  • @smallspacesbrewing468
    @smallspacesbrewing468 Před 4 měsíci

    Couldn't resist 50% off. Great tool. Can't wait to start playing with this

  • @Flipside3D
    @Flipside3D Před 4 měsíci

    Great tip and explanation as always!

  • @MohdZuhair-Personal
    @MohdZuhair-Personal Před 4 měsíci +1

    Amazing as always 🔥🔥🙏🏻

  • @ThomasDiasBatista
    @ThomasDiasBatista Před 3 měsíci

    Dude, we need more videos of yours. They are just great. hehe

  • @lennygordon1848
    @lennygordon1848 Před 4 měsíci

    Amazing Good sir! Thank you so much. We used something similar on Dr Strange 2 and 100% can verify, Buildings go from kinda "game-ish" feeling to matching Arnold level renders.

  • @MrStimpanzee
    @MrStimpanzee Před 4 měsíci +1

    With characters you'll have to be careful with the static texture approach.
    If that armor was rigged and moving around, stepping into indirect lighting area would mean if the character revealed previously occluded parts of the mesh, it'll still render dark.
    You could bake extra textures in different poses to account for it. Then blend those textures based on bone positions. Kind of like wrinkle maps on faces.

    • @WilliamFaucher
      @WilliamFaucher  Před 4 měsíci +2

      Agreed. I would probably art direct the AO map a bit and paint out the very obviously shadowy areas, and mostly only keep the higher frequency shadows that will always be there no matter what

  • @VRDivision
    @VRDivision Před 4 měsíci

    I love it when ya boiii william makes a new video!

  • @mysticfakir2029
    @mysticfakir2029 Před 3 měsíci +2

    I love how photorealistic real-time renders were sold to us in UE as achieveable yet there’s some major fineprint. Glad to have people showing us how it’s achieveable 🙏

  • @qaxt8231
    @qaxt8231 Před 4 měsíci

    great value as always

  • @3DComparison
    @3DComparison Před 4 měsíci

    I know that mesh - Knight Armor model courtesy of The Royal Armoury, good to see it within a video on your Legendary channel!

  • @juanmilanese
    @juanmilanese Před 4 měsíci +1

    A super small note, but when you enable material AO by disabling "Allow Static Lighting" some Quixel Megascans Master Materials "break" (the ones with "fuzzy" in the name)
    That's because someone defaulted the scalar AO inside those materials to 0 (instead of 1)
    So if your Quixel rocks with moss and stuff look "black" go into the master material and change that 0 to 1 and everything gets "fixed"

    • @WilliamFaucher
      @WilliamFaucher  Před 4 měsíci +1

      Honestly I advise against using the Fuzzy Master materials at all cost. They always look... off.

    • @juanmilanese
      @juanmilanese Před 4 měsíci

      @@WilliamFaucher ah ok. I Will have in mind then.
      Thanks for your videos!

  • @notrealquanluong
    @notrealquanluong Před 4 měsíci +3

    Literally been questioning the availability of AO in Lumen recently and this video comes up.
    How did you read my mind?

  • @blendragon28
    @blendragon28 Před 4 měsíci

    Wow this is huge. I always wondered why my AO maps never seemed to do anything in Unreal

  • @RV-bc9yi
    @RV-bc9yi Před 4 měsíci

    Excellent Tips 👏

  • @ISknne3D
    @ISknne3D Před 4 měsíci

    I can vouch that Easy Mapper is bloody awesome, even at the full price its worth it

  • @nintenjo64
    @nintenjo64 Před 4 měsíci

    Great video and information..

  • @Mr_Dee
    @Mr_Dee Před 4 měsíci +1

    The holy grail has been discovered ;)

  • @DominikMorse
    @DominikMorse Před 4 měsíci

    Do you know how much I like William's content? I purchased EasyMapper and I don't need it at all.

  • @user-bo8yr6ii2m
    @user-bo8yr6ii2m Před 4 měsíci

    Thank you so much!

  • @horiz2569
    @horiz2569 Před 3 měsíci

    thank you so much always

  • @Oztarc
    @Oztarc Před 4 měsíci +2

    Maaaan! I have just purchased Easy Mapper 1 day ago.. What a pity to me. Thanks for AO explanation anyway!

  • @nov3000
    @nov3000 Před 4 měsíci +2

    thanks we miss you

  • @thelawgameplaywithcommenta2654

    Beautiful!!!

  • @rifat.ahammed
    @rifat.ahammed Před 4 měsíci

    Thank you so much

  • @rileyb3d
    @rileyb3d Před 3 měsíci

    Can we get a tutorial on your beard trimming workflow? Wonderful silhouette and shaping.

  • @wilismatrix9847
    @wilismatrix9847 Před 4 měsíci +1

    I bought the material and the clouds asset just to support you even tho I already have my own tripplanar materials 😁😁

  • @mattw546
    @mattw546 Před 3 měsíci

    I bought Easy Mapper the day it came out and it was the best $15 I’ve ever spent it’s worth it

  • @DamienRamirez
    @DamienRamirez Před 4 měsíci

    LITERALLY LAST NIGHT!!! ARGH!!! Trying to figure this out! I knew the setting was there!

    • @DamienRamirez
      @DamienRamirez Před 4 měsíci

      Since you helped me I'll give you a tip: Take your Albedo & multiply it by 3pointlevels (MF), into the MF take the AO map (masked R if needed) & connect up Black, Middle/Grey & White parts of the Material Function. Black =0, Middle/Grey = 0.5 & White = 1. Now play with those settings. Keep in mind it is multiplied by Albedo so you might get some unwanted "blending" but thats what desaturation/colour tint is for. It'll mainly do the cavlitys that AO didn't do without disabling that setting. You could of course just use 3pointlevels straight with the AO map now it works.

  • @jamesfield8023
    @jamesfield8023 Před 4 měsíci

    Once again, another essential video demystifying things in UE that should just be.
    And for those on the fence about Easy Mapper… the price is criminally low. For me it’s becoming a part of my everyday toolset like UDS and Easy Fog.

  • @re5128
    @re5128 Před 3 měsíci

    Great feature and tutorial. As the effect is showing only self AO for the object, what are your Lumen settings to to max out the AO/GI produced between objects and the scene itself? Thanks

  • @aryanbarure1479
    @aryanbarure1479 Před 4 měsíci

    FINALLYYYY,,,, THANK YOU SOO MUCHHHH😭😭😭😭😭

  • @thelightsarebroken
    @thelightsarebroken Před 4 měsíci

    what a man, thank you.

  • @MR3DDev
    @MR3DDev Před 4 měsíci +2

    Holy cow the more you know.

  • @les73-mq8zh
    @les73-mq8zh Před měsícem

    Thanks William always on top!

  • @jeffkirchoff14
    @jeffkirchoff14 Před 4 měsíci

    Sir I'm a big fan of your Tutorials! I'm ready to buy any paid course you'd love to create

  • @cgimadesimple
    @cgimadesimple Před 4 měsíci

    great video!

  • @ThomasCoote89
    @ThomasCoote89 Před 3 měsíci

    "Multiplying the AO on top of the base colour like that old school thing we used to do back in 2008"
    I feel personally attacked. Well, now those maps can be properly, great vid thanks!

  • @JosephWraith
    @JosephWraith Před 4 měsíci

    Thank you!!

  • @thecackleman
    @thecackleman Před 4 měsíci

    I am consistently getting flashbanged on that train :). Gotta keep watching.

    • @WilliamFaucher
      @WilliamFaucher  Před 4 měsíci

      Flashbanged?

    • @thecackleman
      @thecackleman Před 3 měsíci

      @@WilliamFaucher Every time the Ambient Occlusion comes my entire screen is white, hence the flashbang :)

    • @thecackleman
      @thecackleman Před 3 měsíci

      @@WilliamFaucherAlso saw in one of your videos or plugins saying that nanite isnt available for pathtracer but it can be activated using "r.Raytracing.nanite.mode 1" :) thanks for helping me learn UE

  • @HectorCenteno
    @HectorCenteno Před 4 měsíci

    This is great! Thank you! Also, Easy Mapper is fantastic, I will recommend it to my students. Do we know why disabling Static Lighting enables real-time AO? It would seem unrelated.

  • @AndreAntunesofficial
    @AndreAntunesofficial Před 3 měsíci

    Hi William. Do you know why my sequence is rendering a static frame on my media plane, while everything else looks normal? This is driving me crazy. The final sequence is me (pre chroma keyed) completely frozen, while the camera movement is fine

  • @iPEMiC.
    @iPEMiC. Před 3 měsíci

    Some Big Studio tell us that Unreal was not enough realistic and also not suitable for VFX pipeline 🎆 like didn't have shadow pass or AO with or many others pass with Lumens. What do you think? Because you share good content here and we believe that maybe no true! 😎

  • @AdamJanz3D
    @AdamJanz3D Před 4 měsíci +2

    Thanks so much, William, for this great tip! Does disabling Static Lighting in a NON-Lumen project benefit AO in any way, or is this AO benefit only for Lumen projects? Thank you!

    • @WilliamFaucher
      @WilliamFaucher  Před 4 měsíci +2

      Good question! I'm pretty sure it's for lumen. Otherwise if you're not using Lumen, you can use SSAO/DFAO, so it's kind of moot.

    • @AdamJanz3D
      @AdamJanz3D Před 4 měsíci

      @@WilliamFaucher Great! Thanks for clarifying. 😄

  • @Leo.Martins
    @Leo.Martins Před 3 měsíci

    You are awesome.

  • @yogeshj7240
    @yogeshj7240 Před 3 měsíci

    and here i was why my characters were looking a bit soft and mushy while using lumen ,thanks chief

  • @BradfordSmith3D
    @BradfordSmith3D Před 4 měsíci

    Pretty good explanation. The sample count / accuracy overlap between lumen GI and texture occlusion is still a very important and relevant topic. Lumen simply cannot replace the level of occlusion detail that a map would provide.
    Sadly, Quixel megascans are generally poor quality, particularly in the area of occlusion. Often times surface AO is just incorrect, and isn't easy to re-compute in Substance Designer either, since the height and normal often don't match either.
    Baking 3D mesh AO from Quixel 3D High Poly assets is a common approach at studios, but generally is backed by a fair bit of custom pipeline.

  • @geroldwaefler9485
    @geroldwaefler9485 Před 3 měsíci

    Thank you so much for all your great Tutorials!!!! I also have all the plugins from you who are very good !!
    Have you a solution for the missing Stereoscopic 3D Camera (Not the VR who is so much distorthed optics) in UE 5 ?
    I want make Stereoscopic Side by Side Renders for Movies like Avatar vor the Big Screen, NOT for VR Occulus.
    In every CG Software is a Stereoscopic Rendering Camera available, in Blender, in Cinema 4d, in Redshift, in Octane...
    ...only in Unreal Engine i can not find this kind of Stereoscopic Rendering Cam.

  • @benjaminbernard7709
    @benjaminbernard7709 Před 3 měsíci

    Really cool!!! Also I sent you a message on Patreon.. Thanks man!!

  • @geraldo.goncalves
    @geraldo.goncalves Před 4 měsíci

    Thanks you 🫶

  • @ThomasFeinerMusic
    @ThomasFeinerMusic Před 3 měsíci

    You're simply the best teacher in the field, so thank you for your work! But maybe I'm missing something here: this tweak does not seem to apply to some Megascans materials. Where would you plug in the baked AO texture if there is no AO slot present in the Megascan material?

    • @WilliamFaucher
      @WilliamFaucher  Před 3 měsíci

      Hi! cover this in this in the video. Only surfaces come with an AO map. Youll need to make your own material and bake your own ao map for megascans models

    • @ThomasFeinerMusic
      @ThomasFeinerMusic Před 3 měsíci

      @@WilliamFaucherAh, missed that - thank you for clarifying!

  • @satyakimandal6572
    @satyakimandal6572 Před 2 měsíci

    Very helpful video indeed! I am facing a problem with AO, where the foliage clusters are having too much AO in the shadow. This goes away when they are in light, or if I enable hardware raytracing. Do you happen to know any solution to that? Have you faced this issue?

  • @d3cemb3r1
    @d3cemb3r1 Před 4 měsíci

    I bought a mapper at full price and I'm proud of it

  • @meetvyas3469
    @meetvyas3469 Před 3 měsíci

    Hey William , does unreal have capability to output specular highlight pass? I cannot seem to figure out that one. Great video btw

    • @WilliamFaucher
      @WilliamFaucher  Před 3 měsíci

      Hi!
      Unfortunately I don't think it does. The AOV passes in Unreal are rather barebones and limited

  • @Jofoyo
    @Jofoyo Před 4 měsíci

    Have you any experience with using bent normals? It seems to help AO especially with highly specular materials but I rarely see anyone talking about it and haven't had a chance to dig into it myself.

    • @WilliamFaucher
      @WilliamFaucher  Před 4 měsíci

      Not really, as it becomes yet another kind of map one needs to author, when I would largely just rather have more geometry instead, which would generate better results anyway. Not saying they arent useful, but usually I take a more brute force approach to this kinda thing

  • @Gester143
    @Gester143 Před 3 měsíci

    so clutch

  • @pirogamermohit
    @pirogamermohit Před 4 měsíci

    Bro, Please make videos fast....Your video are so good and your explaining style make complicated stuffs look easy

  • @RBCreation_15
    @RBCreation_15 Před 4 měsíci

    Please make a tutorial on niagra system for particle

  • @natemorga
    @natemorga Před 3 měsíci

    Bro when are you comming back to canada to visit?

  • @billyr9162
    @billyr9162 Před 4 měsíci +1

    I always wondered why the ambient occlusion slider didn't work. A little bit late but thanks. 😅

  • @francescoiaia2o
    @francescoiaia2o Před 4 měsíci +1

    I reallyl can't wait to try out easy mapper *.* just bought it before will become super pricy, for the things that plugin does seems to me it should be more expensive xD

    • @WilliamFaucher
      @WilliamFaucher  Před 4 měsíci +1

      Thank you! I don't plan on raising the price anytime soon at least :)

    • @francescoiaia2o
      @francescoiaia2o Před 4 měsíci

      ​@@WilliamFaucher I am fairly new to unreal and didn't dive into materials that much yet. Will you be relasing a tutorial for puddles painting?

    • @WilliamFaucher
      @WilliamFaucher  Před 4 měsíci

      @@francescoiaia2o The process of painting puddles with EasyMapper is the same as painting the other materials. Just that you use the blue channel. You can see how in the EasyMapper tutorial!

    • @francescoiaia2o
      @francescoiaia2o Před 4 měsíci

      @@WilliamFaucherooohh ok, I saw that tutorial before, but was covered red and green channel :) that''s really easy and quick then *.*

    • @WilliamFaucher
      @WilliamFaucher  Před 4 měsíci +1

      @@francescoiaia2o Yes! I will eventually make a new tutorial for EasyMapper when I release new features ;)

  • @Skyhola
    @Skyhola Před 4 měsíci

    hi...i have a little request, can you make a video about unreal engine 5 panoramic capture with foliage enviornment. thank you and i love your videos.

  • @m1sterv1sual
    @m1sterv1sual Před 4 měsíci

    Is it possible to Bake Textures using EasyMapper, so I get textures sets and avoid using runtime triplanar projection?

  • @caracal3892
    @caracal3892 Před měsícem

    I hope this is not a dumb question: Is there a visual upgrade to turning off "allow static lighting" even if there is no AO map used in the material?