Lumen GI and Reflections feedback thread

If I’m not mistaken, this is actually how nanite tesselation handles masked materials. It just simply deletes the polygons outside the mask. It works because it is basically at a per pixel level of detail.

Hi @Krzysztof.N ,

I pulled UE5.6.1, unfortunately the same issue is present, lumen does not seem to function properly with panoramic renders. Any chance you guys could investigate this issue?

Edit: It seems like the above problem happens when trying to render a panoramic image with lumen with a camera that has Auto Exposure enabled. If I set it to Manual exposure, it works as expected. Not sure if this is a bug or not, but I leave it here in case someone else runs into the same issue in the future.

Edit 2: After doing some more tests, it seems like this issue came in in 5.6. In 5.5, we could render a panoramic image even with auto exposure. So indeed, it is definitely a bug.

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Could you share some pictures? Thanks.

If the question was for me, here they are.

Auto exposure regular rendering and panoramic rendering:


Manual exposure regular rendering and panoramic rendering:


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Updated a project test to Unreal 5.6.1

Raytraced Refractions seems to be broken