Hi there,
I think I know the answer to this question but was curious if there is someway of addressing this other than what we know.
We have a very large mesh (bounds of 30km x 30km by 10km) that is a tall tower-like object near the outer edge of our map. It’s used as a navigational point to be seen by players. It is placed ~30km away from the playable space.
It’s a low resolution mesh so we can force it into the far field without building a HLOD as it is always loaded but the issue is that unless we set our `r.LumenScene.FarField.MaxTraceDistance` to an equally far distance it doesn’t show up in the Lumen reflections.
I wouldn’t want to increase this number really high as having traces go such long distances seems risky from a performance point of view. In our specific case here it might be okay as it’s just a single tower that doesn’t have many objects between it and the camera so rays probably wouldn’t collide with many objects.
My question: is there a way to include a mesh in the far field scene permanently, irrespective of distance from the camera? Or does it just make sense to increase the `MaxTraceDistance` to include these meshes despite being a huge distance?
It would make sense for meshes that are out of bounds of the map (like mountains, landscapes and key landmark items) in a big open world map to be in Lumen reflections and not have to increase the `r.LumenScene.FarField.MaxTraceDistance` to be a huge distance to try and include these meshes in the reflections.
I looked at how the SkyLight is added and that uses a texture lookup and not a ray to a mesh which makes sense and doesn’t help us here.
Thanks in advance!