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.
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:
Updated a project test to Unreal 5.6.1
Raytraced Refractions seems to be broken