Translucent ray traced reflections when viewed through another translucent material??

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 : )