- Unreal Engine
fisherman wrote:I used the Post Effect, as Deferred did not create any noticeable effect when using baked GI.
I did some more tests, all possible combinations of per pixel normals and realtime / baked GI, and found additional (but different) artefacts, for example when running the built game with a lower resolution etc. No matter what I tried, I could not achieve a build with working occlusion and no artefacts. So I started all over again and created a new project, then I imported nothing but Amplify Occlusion. I used the provided Blacksmith scene for a series of new tests. Now everything worked as expected, both in the editor game view and the build game, all combinations of per pixel normals and baked / realtime GI are ok.
So the only thing I can think of is that one of the asset packages in the other project must have changed / replaced some of the standard shaders, resulting in a interference even though no other effects have been usesd in my test scene. I am afraid that it might be hard to find out what exactly went wrong because I can't change too much in the huge original project. But I am sure now that it is not related to Amplify Occlusion because the tests in a new project showed no erros. Unfortunately this means that I will not be able to use Amplify Occlusion in the current project, if I don't find the time to rebuild it from scratch to find out which package messed up some shaders.
I noticed that the deferred injection mode does not produce any noticeable occlusion when using baked GI, but perhaps this is by design and not an error - I'm no shader/lighting guru
Thanks, and enjoy your holidays!
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