Can someone, please, help me understand this:
GI = Lumen
Reflections = Lumen + Hit Lighting for Reflections
Translucency = Ray Tracing (but Raster gives the same result)
Support Hardware Ray Tracing = True
Shadow Method = VSM
Cast Ray Traced Shadows on Directional Light = False (when set to True, the first ball on the left starts casting shadows but then the Nanite ball starts getting artefacts, undesirable but that’s how it is atm)
Let’s focus on the first ball from the left.
Why can I see shadows in the reflection but not in the main pass and at the same time I cannot see the mesh in the reflection? Clearly its shadows are being rendered.
Would it be somehow possible to reflect at least a solid mesh for translucent objects, let’s say by overriding blending mode?
How about hiding Nanite artefacts when Ray Traced Shadows on lights is enabled ?

