Too much skylight in raytraced refractions.
Hi there. I’m really enjoying UE5 and Lumen. Thank you so much for this forum.
However, I’m having a problem with too much skylight in my raytraced refractions. The only way to get rid of it, is to turn skylight intensity to zero, which breaks the refractions altogether, but even at the lowest of intensities it’s too much. I’ve tried everything for weeks. To replicate I started with a “blank” games template, Blueprint, Raytracing Enabled and Starter Content. In the supplied minimal_default map all I did was ensure that Raytracing refractions were enabled. GI and Reflections are Lumens. Translucency is Ray tracing. Then I duplicated the existing in-scene geometry and moved it to create an entirely closed room around the glass statue. There are zero light leaks, but as you can see, the glass statue is emitting light. In the final image I bumped up the Skylight intensity and it caused the glass statue in the closed room to emit like the sun. I can replicate this with simply a glass sphere inside a cube. FWIW the base_color of the shader contributes, so when the walls are black there’s zero effect.
Any thoughts? It’s driving me crazy. I feel like I’ve done everything.
I have an RTX 3080 FWIW.
Love to get some help on this and thanks in advance.