Hello !
I’ve found a troubling issue : I use a lot of rect lights reflecting in translucent meshes (windshields etc), and i get some culling/clipping of the reflections.
Here we can see three spheres, from left to right they are : translucent material, translucent substrate, and opaque glossy. they have black albedo and 0 roughness, IOR=1. I have a postprocess set to translucency mode = Ray Traced.
Only the opaque one has the full light area reflection, the translucent materials have only the “facing” part reflecting. Is there some workaround around this ?
