Im having some issues with raytraced reflection and recursive rendering on highly reflective materials such as glass or chrome.
The reflection that are picked up doesnt include the GI of the surrounding, this will make the reflection look dark and brown (looks like a reflection of a basecolor + lightpass + reflection).
Is this still some kind of limitation with the raytracing and recursive rendering or what would be the best way to achieve both recursive rendering + gi reflections?
hey, when you mean GI of the surrounding, how is this GI computed?
Is this Raytraced GI? If yes, it’s completely expected, there no raytraced effects that can use the result of another raytraced effect.
So for example if you are using Recursive Rendering to render a transparent glass, the shadows behind that glass can’t be ray traced shadows.
If you have using raytracing to compute GI, raytraced reflections cannot have that information as well so it fallback on other indirect lighting method such as probes or sky… etc
Also, might be useful to include the actual engine version you are using (can be many latest between LTS, alpha and beta) and some screenshots / videos can also help have faster answers as well !
Hey,
Thank you for the response, it gave some clarity.
Yes I used raytracing on all possible features. turning off screen spaced gi (raytracing, ray marching, mixed) solved the issue.
Not sure if this will create some other artifacts in some other areas.
This makes sense since now what happens in rasterization and in ray traced reflection gets roughly the same indirect lighting (since SSGI is disabled).
If you need more information there is a forum post about some common “errors” in raytracing lighting here .