From the course: Unreal Engine: Global Illumination for Architectural Visualization

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Using Ambient Occlusion

Using Ambient Occlusion - Unreal Engine Tutorial

From the course: Unreal Engine: Global Illumination for Architectural Visualization

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Using Ambient Occlusion

- [Instructor] Making objects look like they really belong in an environment is oftentimes a must on a project and one of the tools we can use to help accomplish this in Unreal is the ambient occlusion feature, with ambient occlusion basically being a form of indirect shadowing. An overcast day being a typical scenario, in which we would expect to see lots of this simply because we typically get a uniform light level falling on objects from all directions. Thankfully, the Lightmass renderer in Unreal is fully capable of calculating detailed indirect shadows once we turn the option on. Now we have actually been seeing ambient occlusion in some of our rendered scenes already, specifically those that have been using a skylight and or a post-process volume, simply because the skylight but its very nature, naturally creates lots of indirect shadowing or ambient occlusion, while the post-process volume by default, already adds Screen Space ambient occlusion to our renders. As it will also…

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