Lumen GI and Reflections feedback thread

Not sure if this will be helpful to anyone but I’ve noticed that larger meshes (including ones rescaled to be big) will exhibit significant leaking in the Lumen scene. Guessing there must be some limit to the texel density.

In this case I have a 1 meter thick wall and a large floor mesh, when the floor mesh gets to be larger than 40m the leaking can’t be hidden anymore. So if you have thinner walls you’ll probably want to break your floors up into more pieces.

Screen traces will try to cover over the mismatch but you’ll get pools of light in areas where the screen traces fall back to the surface cache. Really annoying in areas you want to be dark.

If anyone has a better solution than just “don’t do that”, I’d be grateful to hear it.

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