Hello good folks!
I’m trying to make the glass fragments on the floor receive shadows from the walls instead of getting this emissive effect (emissive channel is empty), but I have no idea what the problem even is. The glass is set to Surface TranslucensyVolume, I’ve tried rendering with a lightmap set to the insane value of 2048, and, yes, the low poly version has all glass baked down to decals and planes instead, but I still want to learn how to solve this issue. Super grateful for all help, I’ve banged my head against this for longer than it’s worth now.