I have good news and bad news. Iâm fairly familiar with how lumen, shadows, and translucency intersect, so what I can say is that there might be a fix for your problem. But before that, I would first ask if you could post a path-traced version of your scene here, so I can know what the ideal behavior looks like for you.
The devs put in an update for lumen that allows for correct colored refractive shadows to be present in the lumen scene, meaning theyâll cast light correctly in GI and reflections. Unfortunately, the same isnât true for GBuffer shadows, which can (at their highest quality setting), only be greyscale translucent shadows. All of this obviously comes at an astronomical performance cost, too.
Big thing though, it doesnât work for Megalights, so youâll have to disable them if you want the featureset.
Thanks man, so forward renderer? I suppose it is meant for renderings and visualisation works so real time performance is not a priority? But good news though that they are working towards a fix!
please find below the pathtracing images you asked for.
This is a good point of reference, but I am confused: it looks like the shadow on the opaque surface in the raster vs. PT views also look pretty different? Do you want the opaque shadow in the raster view to match the PT view as well?
Always had that difference between virtual shadow map and raytracing. I guess pathtracing is more accurate but im ok with either, for the sake of performance
If performance is a concern, then I think youâre going to need to figure out a hack solution that looks acceptable. Even one layer of lumen translucency can easily be too much. Do you just need acceptable looking shadow coverage across the object, as opposed to something photometrically accurate?
If people are going from outside to inside but they have a transition window like a door, you could make an opaque material with a fake cubemap interior thatâs created from a reflection capture of the inside of the apartment. That way, the material would technically be opaque but would look translucent, so the shadows would just work. If you need a smooth transition, your options are much more limited. Should I assume that your shading model is âsurface-forward shadingâ?
yes.. so iâve gone with the âno performance whatsoeverâ option. but at least itâs giving me somewhat of a better solution for the work im doing. i turned on raytraced translucency. which in itself introduced a bunch of other problems (low res translucent textures, unususable niagara particles, etc). but those i can mitigate. visually, this is the best i can manage, with a mix of lumen and raytracing. and nanite works.