back in the lab. i never noticed lumen does full hit light bounces on characters. or is that new? i think i was too focused on the world shading. about those mirrors tho… and now being able to use baked gi.
how high are the chances to get a shader combo that does realtime gi in the main trace and uses the worldspace lightmap volume for static in reflection gi on characters? not necessarily the full lightmaps. just a basic volume sample and diffuse term to light up the dark shadows on characters. i’m aware this shot is screentrace territory but if i would turn up the camera to upper torso it would fall apart in the reflection.
also noticed the surface cache noise in reflections has gone down a good bit in this test shot. which is good. reflection hit skylight 1 is still a secret option too - for color artists that’d rather juggle and blend the gi ambience and skylight. nice.
