okay. hangover testcase build. and… it works for me. lumen gi and reflections. raytraced translucency. double sided glass. standard surface forward shading. i get a clean front/primary and secondary reflection bounce thru another layer.
shrugs
btw… @Arkiras i didn’t ask for anything. merely confirmed that it can use baked lightmaps or “gi maps” for reflections, if you want that. and i don’t like this test scene of yours. it’s a repetitive room. you’ve show that scene in the lumen thread before. it’s off-putting/confusing to try to visually trace/debug things. all good. yo : )