Hey guys, been testing UE5 for sometime, trying to get the Lumen to work perfectly in simpler scenes before doing any crazy world building.
The GI aspect is definitely much more usable than the reflections handling by Lumen. Are Lumen reflections supposed to be like this? I read the documentation, it says it is not meant for more chrome-y materials but I expected it to be slightly better than this, please do correct if I am missing out some setting somewhere.
In the video, I show my material settings, project settings and camera settings in case I am doing something wrong. I also switch to RT and SS in the reflections as you can see in the video. Anyone who has tested UE5, please do let me know if there is a way to make it better.
I read the reply in this thread by @ that the weird transition from nice reflection to absolutely low res pixelated glitchy reflection is because of it switching distance field tracing from “detail” to “global”. Is it really that, if so, as mentioned by him, it would help to have sliders to control this.
In my example you can see, RT really nails the reflections when bounce count is increased, if Lumen can reach something similar it would become even more awesome. I would even go as far as letting RT calculate my reflections as long as the GI is passed by Lumen. (you can see when I switch to RT, the reflections are nice but the scene is no longer being lit by the emissives and GI isn’t being reflected, if these are computed by Lumen and passed to RT for reflections somehow, that would be a great!)
We use UE for rendering film quality 3D so we don’t fall into the traditional audience, we would love if UE5 had options where it might be slow and laggy as long as it computes physically correct (relatively) lighting.
File info:
This is just a blank film template with starter content and raytracing enabled. Materials are from starter content. I made a new level and you will see my outliner in the video as well. Just using default cubes with emissive and metallic materials. Using a 2080ti for reference.