Why are lumen reflections so bad?

Hi, whenever I add a glass material to a window the reflections look weird, when i switch translucency to raytraced they’re fine, anyone know how to improve lumen reflections?



well… lumen by default reflects the surface cache. it’s the performance option and usually good enough for most reflective and rough glass rendering scenarios in games. that’s the thing. gaming.

also your reflection bounces are too low. at 1 it will hit and degrade the reflection to surface cache. try 2 or 3.

if you render cinematics you gotta flip all the levers, ofc. it will render full refraction and reflection passes.

upping the bounces doesn’t do anything

i dunno, actually. i built a proxy. and it reflects what it needs to reflect, on my end (5.3.2).

the light levels are on me, bit of roughness for good measure. but it’s a neutral ev 1,1. it looks good to me, cgi person. maybe you need to tweak your glass? i’m kinda clueless. sry. -

The “weird” thing you are seeing is from refraction. Do not use refraction on rastered flat panes of glass.

I’ll just use raytraced translucency, can’t seem to get the same quality with lumen, I mostly render cinematics anyway

Regardless I would turn refraction off for flat glass. Leaving it on with RT will cause the raytracing to sample a lower quality lumen translucency volume, making your lighting look worse when viewed through the glass. This is not really a big issue for highly refractive materials, but may be noticable especially on normal windows.
In other words, turn refraction off for windows, and on for most everything else - even with RT.

ok thanks for the help, appreciate it