There’s known limitation with GPULightmass’s ray tracer about translucent (GI) shadows. If this becomes popular I may consider adding an alternative path for it, but definitely comes at a not-so-small perf impact.
There’s known limitation with GPULightmass’s ray tracer about translucent (GI) shadows. If this becomes popular I may consider adding an alternative path for it, but definitely comes at a not-so-small perf impact.