Hi, I’m running into an issue with Lumen Reflections on translucent objects (like glass), especially when multiple layers of the same material are stacked. It seems like when the shader overlaps onto itself, it falls back to something like a sphere reflection capture, and the result looks quite bad.
In previous versions, I was able to avoid this effect by using the r.Lumen.TranslucencyReflections.FrontLayer.Allow
cvar. It used to prevent the material from rendering behind the overlapping mesh, but that no longer seems to work. Now, I’m getting this reflection on all overlapping surfaces, which is exactly what I’m trying to avoid:
From what I can tell, the fallback reflection is being controlled by the r.Lumen.TranslucencyReflections.ReprojectionRadiusScale
cvar. I set it to 0.1 to better illustrate the issue:
Is there any way to correctly render materials behind translucent ones, or disable this fallback behavior when surfaces overlap?
Thanks!