Lumen GI and Reflections feedback thread

Is there any way to exclude specular highlights from diffuse indirect screen traces? (I’m on Vulkan, if that matters)

Path Tracer comparison for good measure:

As you noticed already the only way is to disable screen traces for GI, so that we don’t incorrectly sample specular as surface lighting on screen space ray hit.

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Makes sense, if unfortunate. Thanks anyway for the answer.

Any way to make screen traces skip First Person meshes? I have static lighting disabled so I assumed Lumen would be able to take advantage of the first person gbuffer bit to skip screen traces but that seems to not be the case.