I am trying to render out a parametric kaleidoscope of mirrored surfaces reflecting some emissive video textures and it seems to work at some angles but as you can see im getting these black reflections of geometry. Ray Lighting mode is Hit Lighting for Reflections and screen traces are off. I upped the max reflection bounes to 8.
Has anyone encountered a similar scenario or have some advice on how to fix this and get it working with Lumen. Would be really help and appreciative. Thank you.
Checking around the community, there seems to be an internal limit for how many reflections can be generated with Hit Lighting, which can be counter-intuitive with your settings for max bounces. I would start by testing a higher value, to push the difference.
You can use cmdlet r.Lumen.Reflections.MaxBounces and test in incrementals. Start with 8, then 16, and up to 32. I wouldn’t push it further than that, as it will most likely tank your GPU.
Now, considering your setup, the kaleidoscope is gonna be quite taxing, even in the lowest of graphic settings, as each reflection is going to bounce around and spawn more reflections, which can also bounce themselves, and so fort. It might be too much for pure Hit Lighting. I would suggest mixing it around with Surface Cache lighting, which are less expensive.