[RTX] Incorrect Colors In Raytraced Reflections

I have a scene with raytraced global illumination and reflections.

There are 2 problems I can’t solve.
[1] The “sky” is reflecting in the floor, showing an orange color. How can I get rid of this orange color?
[2] The yellow part of the pillar is reflecting too much yellow. How can I fix the bright yellow in the reflection?

The reflections are ray traced, but the lighting inside the reflections is not, so it will fall back to the environment/sky lighting inside your reflections. This is why the sky is reflected in the floor, and the pillar appears too light. It is very heavy and complex to ray trace and denoise all of this recursively. At that point, it will almost be faster to use the path tracer.

The solution is to bake lightmaps & reflection probes for the lighting inside your ray traced reflections.

After you’ve set up and baked your lighting, configure the your ray traced reflections to make use of the reflection probes for the last bounce.

If you don’t see the above options, you might need to enable Show Additional Properties by clicking the 3 dots in the top right of the volume component.

For more info on how to correctly setup ray traced lighting for real time, check out the HDRP DXR/Realtime Ray Tracing Lighting Troubleshooting Guide .

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I think you can actually skip the lightmaps and only use reflection probes.

Then where will the reflection probes get their global illumination from?

You can enable Screenspace GI + Reflections for the reflection probes.

Reflection probe won’t pick up the Global Illumination from SSGI/RTGI, it will only pick up Global Illumination from lightmaps.

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