u/Keith3742

Hello. I work in archvis and I make stills, demos and videos for our clients. I’ve been using unreal engine to walk people through very early stage work, and I’d love to be able to use unreal to produce finished work. It’s great for handling large scenes and version control. However there appear to be too many issues with Lumen to produce final quality material.

My biggest issue is that if i view a pane of glass through another pane of glass, the reflections are beyond appalling (see attached image) with tons of sky light leakage, including from below ground. They appear to be using some sort of extremely low res global cubemap, and there is no way to circumvent this. I understand why multi layer ray tracing isn’t possible, but I don’t understand why the system is incompatible with reflection capture probes. I’ve tried every type, poured through settings, bullied Claude into looking for solutions, and it just doesn’t seem like there are any.

Am I understanding correctly that there is no way of circumventing this issue? It’s an incredibly glaring problem as in architecture, I can’t exactly just decide to remove or change parts of models where this is a massive issue?

I refuse to use path tracer. It’s unbelievably slow and crashy. To my knowledge it doesn’t even have adaptive sampling, and all outputs look about a thousand times worse than blender.

u/Keith3742 — 6 days ago