# Combining Lumen & Static light(maps) would be amazing!

**URL:** <https://forums.unrealengine.com/t/combining-lumen-static-light-maps-would-be-amazing/692082>\
**Category:** Rendering\
**Tags:** static-lights, unreal-engine, Lumen\
**Created:** [November 16, 2022, 3:26pm UTC](https://forums.unrealengine.com/t/combining-lumen-static-light-maps-would-be-amazing/692082 "2022-11-16T15:26:51Z")\
**Posts on this page:** 1\
**Showing post:** 26

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**Author:** ![Arkiras](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/arkiras/32/1008648_2.png) [@Arkiras](https://forums.unrealengine.com/u/Arkiras)\
**Post date:** [June 21, 2023, 3:10pm UTC](https://forums.unrealengine.com/t/combining-lumen-static-light-maps-would-be-amazing/692082/26 "2023-06-21T15:10:42Z")

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> [@Virtuality](#):
>
> In fact: a good workaround - that could enable a great many things - would be the ability to hide (emissive) meshes in the viewport but have Lumen take them into account. Probably very hard to achieve, but would be amazing

This is already possible, but requires disabling screen traces for diffuse indirect light.

Also they can’t be hidden from offscreen reflections unless you’re using hardware raytracing with hit lighting. This was discussed more in depth here: [Emissive lighting with a hidden/invisible object](https://forums.unrealengine.com/t/emissive-lighting-with-a-hidden-invisible-object/852873)

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