# Lumen GI and Reflections feedback thread

**URL:** <https://forums.unrealengine.com/t/lumen-gi-and-reflections-feedback-thread/501108>\
**Category:** Rendering\
**Tags:** Staff-Pick-UE, unreal-engine, Lumen\
**Created:** [February 22, 2022, 9:01pm UTC](https://forums.unrealengine.com/t/lumen-gi-and-reflections-feedback-thread/501108 "2022-02-22T21:01:05Z")\
**Posts on this page:** 1\
**Showing post:** 599

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**Author:** ![BananableOffense](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BananableOffense](https://forums.unrealengine.com/u/BananableOffense)\
**Post date:** [November 2, 2022, 8:39pm UTC](https://forums.unrealengine.com/t/lumen-gi-and-reflections-feedback-thread/501108/599 "2022-11-02T20:39:29Z")

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Its definitely possible and I’ve experimented with it by building using these instructions. I’d also really like to see a toggle in capture components with stock UE. Like you said, the cost of having two lumen scenes is not really realistic so it’s only really useful for saving cubemaps. I used it for generating fake secondary bounce reflection maps that otherwise wouldn’t integrate well within a lumen lit scene.

> [@Scene Capture Component not capturing Lumen Global Illumination](https://forums.unrealengine.com/t/scene-capture-component-not-capturing-lumen-global-illumination/249871/13):
>
> I continued looking around in the source and found that Lumen is explicitly disallowed for scene captures. I made some changes and was able to get it working pretty quickly: I submitted a [pull request](https://github.com/EpicGames/UnrealEngine/pull/9074) today that allows scene captures to explicitly opt into Lumen (You’ll have to sign in to view the pull request). Hopefully they’ll approve it. I’ll keep this thread updated on its status. In the meantime, I’ll detail what I learned below for those who are interested. Feel f…

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