I am using Ray Traced Lumen with Megalights, and the lighting mode is set to Hit-Lighting.
I am also using the following cvars for my cinematic scene:
r.RayTracing.Nanite.Mode=1;
r.RayTracing.Culling=0;
I thought the surface cache is only important for software-based lighting and not important for ray-traced lighting.
I already fixed the pink mesh by increasing the lumen mesh cards or by separating the complex mesh into small parts. But I can’t fix the yellow meshes, there are lot of meshes that are small showing with yellow color in my scene. Unable to fix yellow even with increasing scene detail from 10 to 1000. if yellow mesh is the reason for dark GI with ray traced reflection, then how can i correct the issue so it don’t cull these small meshes from ray tracing?
Here are the view modes: