Hey, so in the examples I’ve seen from Epic, lumen is very clearly bouncing light off surfaces and producing some nice global illumination.
But I’m having trouble replicating this in my own scene.
I’ve gone through the documentation and set it up, but it’s hardly visible.
E.G, here’s a emissive object near a surface:
If it has a light, increase indirect lighting intensity on it. If it’s just an emissive texture I believe there’s a console command to boost GI coming from those but its global so will change every emissive material in your scene
I can’t see any visible effect from that setting, whether at 0 or 6 from any of my point lights or my main directional sunlight. Just that small, subtle glow and certain angles.
I’m using manual exposure set to 15 and a directional light with 6 lux brightness, the light isn’t being blocked and is working, but the bounces are very subtle.
As you can see, if I place a very brightly colored object, I get light bouncing off it:
I think the problem is the trace distance is cutting out. Try increasing the mesh distance field trace distance with the console command r.Lumen.DiffuseIndirect.MaxMeshSDFTraceDistance, which is 180.0 (~2 meters) by default. Make sure what you set it to is less than r.Lumen.MaxTraceDistance (10000.0 by default), but you can increase that, too.