Black squares on lumen reflections with hit lighning for reflection on custom water body waves

As I said in the title, I have a custom water body in my level, which do the waves well, but when the waves are created some black squares appears arround the zone, this only happens when reflections are active with lumen hit lightning for reflections, with surface cache it doesn’t do the error, but decrease the quality.

My partner has a similar error, with the same material and water mesh, even the same level, he has no black squares but insted have really shiny reflections which makes impossible to see anything

The error isn’t of the material, because even with the same material the error persists. What I figured out is that the problem is with the water body custom, because the exact same scene is duplicated but using a lake body insted and there’s no error.


That’s with water body custom


And that’s with water lake body

I need the custom, not the lake, because I want to use it in flooded sites, as the sewers or as a pool.

Please I really ran out of ideas (also using ray tracing for reflections is not an option it does work but the point is to use lumen)

I’m also getting these black squares on SingleLayerWater materials. They are always the same size, regardless of the distance, and always facing the camera.

I have found that bad normals may be causing the black squares, as they seem to appear mostly when I am combining the normals from different sources (surface texture, waves, ripples etc)

Try connecting (0, 0, 1) to the normal pin of the material…

Also try setting Bloom to Convolution in your post-process volume settings.